Journal of Delben Moonglow
(A.K.A. Adian Thistlewait, A.K.A. Shimmer)
Copyright April 6, 1996.
Patrick T. Collins
3 Kythorn, 1367. Year of the Shield. A year of
ominous portents, when Cyricists hold sway in Zhentil Keep and a
Princess of Thay marries into the royal house in Mulmaster.
I met the rest of the team, as planned, in Eveningstar, at the
Lonesome Tankard Inn. We gathered for breakfast in the common room,
much as other adventurers in other cities were likely doing all
across the Realms. Even so, I was edgy. I had to keep telling myself
that, although I hadn't done the backgrounds myself, these people
had been checked out and cleared. It is going to be a struggle to
mix closely with such a large group. Albaeryl had insisted, though,
that this was the right thing for me to do.
I had gotten into Eveningstar late last night. I had sacrificed
caution for sleep. I should have gotten in early and worked the
streets for a while before heading to the Lonesome Tankard. Instead
I had arrived well after dark and stumbled, exhausted, to the Inn.
Bad form. Very bad form. This morning there was little for me to
do, except march into the dining hall and plunk myself down at the
table like a thundering barbarian horde. Even so, I almost retreated
into the shadows several times, mostly out of simple fear, before
perching on the edge of an open chair next to a half elf. I recognized
everyone on the team from Albaeryl's briefing.
Also in the room were two purple dragons, a huge young woman and
four old farmers. The farmers were passing local gossip, and after
a few moments, I tuned them out. The PD's were, it was painfully
obvious, the giantess' body guards. Not that she needed any guarding.
She stood a full six feet tall and was clearly at home here, full
of confidence and wealth. She was watching us.
The other members introduced themselves. My nervousness only increased
as I learned how open everyone was to each other. The information
each gave out about themselves is summarized below. I am going to
have a lot of adjusting to do if I remain with this group.
Aniken: A psycho half elf (moon). This one has
a bad temper and is not afraid to let anyone know it. His origins
as a gutter snipe are obvious even though he appears to have dragged
himself out of the poverty trap that most of his kind are prey to.
Age: 20, ht.: 5'11", 120#. Wears leather armor and boots, carries
a long sword and a sash with several daggers. He has brown hair,
green eyes and claims to be empathic. I doubt it.
Rhiannon McCloud, a human orphan from Ashabenford.
Creepy. Hunts undead in the wilderness for fun. Carries a morning
star, javelin, and a long sword. Long, wavy dark red hair, blue
eyes. 5'9", 135#. Has a scar from temple to chin on left side of
face. Does not like crowds.
Dorn of Shaundakul, a half orc warrior priest
of the god called Rider of the Winds. 5'10", 160#, brown hair, red/brown
eyes, coarse, olive skin and hair as is common in humans with orcish
ancestry. 18 years old. Not at ease amongst the city dwellers. Hails
from Voonlar. Carries quarterstaff, warhammer, long sword. Found
his god's holy symbol some time ago. Interest in Myth Drannor.
Troy the Builder. Human fighter type. Carries
axes and lots of other weapons. Grew up in the Evening Star area
as an under sized homeless boy. Now 6'1", 180# with brown hair and
hazel/blue eyes.
Sir Montgomery Silversword, a noble. Human, with
what appears to be a wild, aggressive approach to magic typical
of invokers. Does not yet appear to have dabbled in wild magic.
Searching for a missing relative KA Narlan. From Suzail, Cormyr.
Wants to be a War Wizard for Vangerdehast. Carries a saber. Accused
of killing someone (I don't yet know who).
Medrik. A half elf shadow blade. Self-professed
killer for hire. Does not like wizards. Has a Zhent named Semmon
after him. 5'10", 155#. Carries cross bow, paired short swords,
daggers. Claims some resistance to magic. Wears loose clothing that
hides some of his weapons and a set of leather armor. Thrown out
of the Zhentarim.
Molly Tinglefoot. A halfling thief from Daggerdale.
Hasty! Loud! Flamboyant! 3' tall, curly blonde hair, attractive.
Carries a short rapier.
Dinin, the dark elf mage was hidden out and awaiting
us in the woods. We were told to expect a 6'1" drow with blue eyes
and a dark cloak. He was to meet us after we got the charter. I
am uncomfortable about this, but appear to be stuck with the drow.
After introductions, we discussed plans for obtaining a charter.
The 1000 gl. cost was daunting. Before we had gotten discouraged,
the huge young human woman cam over and sat down at our table. She
introduced herself as Tesseril Winter, Lord of Eveningstar. She
offered to show us around and help us get established. We quickly
agreed and traveled the town with her after breakfast.
As we walked Lady Winter explained that she had nothing to authorize
us to work on, but she told us that the priests at the Temple of
Lathander have been known to front new adventuring companies the
money needed to attain a charter. Lady Winter told us to ask for
Gelde Asturien at the temple, and left us on our own.
We found the House of Morning and met Myr Kyr, a rotund, talkative
priest. He brought in Gelde Asturien after we explained what we
needed. Asturien arrived with a scribe and a witness. The pool of
money we had come up with totaled a mere 150 gl. Asturien had a
loan written up for 850 gl. with a 5% charge, and due in one year.
We all signed the charter papers and agreed to name our new enterprise
Eight and a Half.
The priests gave us several ideas for beginning our adventuring
careers. The Troll Caverns, one day to the east, on the ridge bordering
the Stonelands sounded a bit too challenging. The ruins of Castle
Crag, in the Helmlands sounded interesting, but again, perhaps a
bit beyond us now. The burned remains of Old Meg's hut, just out
of town to the North, sounded reasonable. The Haunted Halls, five
miles from town could perhaps wait until after we had explored the
ruins of the witch's hut.
We left the charter with Asturien for Lady Winter's signature,
and were told that it could take anywhere from several days to a
few weeks for the charter to become official. Despite this, by dinner
time, Myr Kyr had delivered the signed charter, officially forming
the adventuring company known as Eight and a Half. Myr Kyr, plied
with a bit of food and drink, was a source of a lot of local information.
From him we learned that Gelde retired from the Knights of Myth
Drannor. Another Knight ruled in Arabel.
He also told us that Old Meg was a witch who had come to town and
had never fit in. She did not spend much time in Eveningstar and
one day, just stopped coming to town altogether. About three years
ago, her hut had burned on a night when strange lights and sounds
had been heard in the area. No one had ever really investigated
the place since.
Myr Kyr described the Haunted Halls as a former bandit hold, built
by dwarves of cut rock and nasty traps. He said that it was filled
with nasty creatures and many adventurers had gone in and never
come out. Those that had come out seemed to return with more treasure
from other adventurers than what is typical of monster hoards.
The Caverns of the Claws, filled with trolls are the source of
raiding parties harassing farms in the region. The priest had little
other information or guesses about these caverns. We continued to
talk late into the evening until Myr Kyr had run out of local gossip.
When he went off to his temple, we all retreated to our rooms for
the night.
4 Kythorn. In the morning, after getting some
boxed lunches from the innkeeper, we set off to explore Old Meg's
hut. We wandered around for a bit before finding farmers in a field
that gave us directions to the place. They warned us of giant crayfish
in the well.
The ruins consisted of one charred wall -- still standing and little
else. We spent a long time searching around the site of the hut
before settling down to clear out the debris inside the walls. Only
parts of a human skeleton were found. We carefully moved these bones
into a proper grave and held a brief ceremony for the dead woman.
A flagstone floor lay under the debris, and after clearing it off,
we methodically began to lift the stones and pile them off to the
side. Most of the floor had been removed before we found a 3 foot
deep hole containing an iron coffer and a leather bag. Molly and
I checked the containers for traps before moving them and found
none. The bag held a few coins. The coffer's lock was so rusted
that neither the halfling nor I could get it open. Several sharp
blows with a heavy object succeeded where finesse had failed. Inside
was a book and my stomach did a flip-flop. I checked again for traps,
thinking that the book itself could be trapped. Before I was fully
satisfied, hasty Molly Tinglefoot reached over and opened the book
up wide. I nearly fainted. It was safe however, and we could see
some sort of unintelligible writing.
My hopes had been fulfilled. It had every appearance of being Old
Meg's book of magical spells! It was going to take many days of
research, though, to master what this treasure contained between
its musty covers.
Half the group decided to go into town to collect some food to
bring back. The rest of us waited at the site of the ruined hut,
poking around a bit more and looking at the old book. Everyone except
Molly and Monty returned to spend the night in the woods. The human
had gotten a message about his missing relative and left immediately
to follow up in the information. The halfling was left alone in
town. Not a wise thing I'm sure.
We stayed up around the campfire, discussing what we would do in
the morning. If Molly showed up, we would go check out the Pillar
Rock that was indicated on a map carried by the drow. Our sleep
was briefly interrupted when a whip-poor-will arrived deep in the
night. I think the commotion of the disturbed sleepers was more
disruptive than the bird. Medrik was ready to shoot the thing. I
guess the saying is true that if all you have is a hammer, everything
looks like a nail. I climbed up the tree it was in and shook its
perch, causing it to fly off. Grumbling, Medrik went back to bed.
5 Kythorn 1367. Molly arrived early, singing and
looking ready to travel. She also told us that she talked with Myr
Kyr in the tavern last night, telling him that we found coins and
a book at the witch's hut. By now everyone in the town knows of
it, I'm sure. I tried to explain a bit about keeping a low profile
to the halfling, but neither she nor any of the others seemed to
care. In fact, they all appeared to be annoyed by my efforts to
be cautious. Last night they gave me a hard time for following the
group headed into town to look for trailers. Today they just came
out and called me paranoid. They seem to be looking for trouble.
Dinin and I took some time to examine the book. We both studied
Read Magic spells today, and Dinin got to do the first reading
of the book. He cast the spell and began to page through the book,
reading rapidly. A smile tugged up the corners of his mouth almost
immediately. He closed the book and began to recite spell names.
Fireball, Melf's Meteors, Flaming Sphere, Stinking Cloud,
and others. We looked at each other in amazement. What a find! The
others did not seem excited by our discovery, but the two of us
were thrilled. Despite my desire, though, I agreed to hold off on
casting my own spell to read the tome. It might be needed later
in the day. If not, I plan on looking the book over tonight.
After a lot of discussion, we set off for the pillar rock. A short
walk through the woodland took us to a strange, out-of-place rock
outcrop. The formation looked like it belonged in the Stonelands,
but was plopped down here in the Dales. The rock marked the entrance
of an old tomb. The entrance was easily found by the foul air seeping
out of the cave mouth. We listened at the entrance, but all we heard
was a faint sound of the wind, or something that sounded like coarse,
whispery voices speaking in some unintelligible language.
The spook hunter sniffed the air and stared into the darkness.
"I have a bad feeling about this" she said. "A very bad feeling."
After a bit more discussion, we prepared to enter the cave. The
narrow opening allowed only one person at a time to pass through.
Two of the big burly fighter types went in quickly. I slipped in
toward the middle of the group and shifted over, out of the dim,
flickering light of the torch. Hiding there in the darkness, I scanned
the room. The cavern opened into a largish circular area just beyond
the entrance. A wide door faced us from the opposite wall.
The room was empty and we began to mill about, looking for hidden
doors and such. No doors were found, but a small opening was located,
just below the 6 foot high ceiling on the left wall. Dorn probed
the opening with his staff, finding that it continued away at an
angle for at least the length of his stick. As he was drawing the
staff out of the hole, something else came out, pulled by the weapon.
It was a triangular badge adorned with the symbol of the Zhentarim.
Even in the shadowy light of the torch, I could see that Medrik
was shaken by the find.
We could tell little more about the passage from where we were,
but as I was checking out the rest of the room, Molly agreed to
enter the hole and crawl along its length. She was pushed up into
the opening and a rope was fastened to one ankle. She crept down
the narrow passage for several minutes until suddenly we heard a
grinding of stones and a descending wail from the halfling, the
sound of falling. Medrik pulled on the rope, but it had been cleanly
cut, perhaps three feet short of its original length.
These was no way that any of us could negotiate the tiny passage,
so we listened intently for any indication that the halfling still
lived. Snipe tried another way. He confessed that he has psionic
powers that might allow him to link his mind with that of the halfling.
We gave him some room and he closed his eyes in concentration. Several
moments later he opened his eyes and told us what he had discovered.
Molly had crawled through the passage for some time before the
shifting stone trap had cut her rope. The floor of the trap dropped
away, shooting her down a slide and into a spooky room. In the center
of the room was a silver inlay on the floor. Apparently contained
by the inlay were several shadowy figures moving about, either writhing
in pain or dancing. I would have figured that this sight would have
been enough to satisfy the halfling's curiosity for a while, but
apparently the gate on the wall held more fascination for Molly.
The gate was formed by an archway covered with runes and adorned
with nine skulls. Five of the skulls had glowing eyes, the others
were dark. The gate itself was filled with black and purple in shifting
patterns.
The halfling approached the gate and reached out, touching the
shifting colors. Immediately her perspective changed. She looked
out upon her own body as it stood for a moment before slumping to
the floor. She could see her body and the shadow shapes, but could
not see the gate or close her eyes.
There was little for us to do other than try to find another way
to reach her. We went on into the next room to find a series of
empty crypts. The place was not unoccupied though. Several tiny
holes in the walls provided access into the room for little humanoid
creatures that carried tiny spears that they threw like darts. The
creatures were sneaky little devils, snitching Medrik's lock picks
and slitting open Troy's water skin. I caught one of the little
buggers in my net and was able to make a deal with him and his compatriots
to return the picks and answer a few questions. They were not very
informative, but it ended up only costing us a couple of days rations
to get the tools back.
We found another door leading in what we hoped was the direction
Molly could be found. Interestingly, the door had a second jam that
was marked by a series a shallow dimples in the wood from floor
to ceiling. These dimples matched dimples in the door. It turned
out to be a pattern that resulted from the placement from blocks
that would keep the door closed from the other side. A corridor
led away into the darkness.
I wedged the door open, using a wooden door stop wedge. As we explored
the corridor and the next room, I drew my bow out and covered the
doorway. I saw one of the little brown guys for an instant just
as he spotted me and ducked out of the way. I found a better hiding
place and waited while the others looked in the next room. I didn't
see anymore movement before it was time to move on.
In the next room we found a use for the Zhent badge. It fit into
a little slot and openened a door. We found a set of stairs leading
down. As we neared the bottom of the steps the first rank of our
file stepped onto the trigger for a trap. When they did, the steps
turned into a slick slide. We slipped down the slide and slammed
into a stone barrier that had risen to block our way. The floor
at the bottom dropped out and we plunged into the darkness before
slamming into a heap on a stone floor. A stone door closed above
us, shutting out the light.
I was sorely hurt. Dinin was out cold. Between the crash against
the stone at the bottom of the steps, and being on the bottom of
the pile here, I was sure that death was near. As we untangled ourselves,
Dorn looked us over and picked me out as the most in need of a spell
of healing. I felt great afterward, but was not in the best of spirits,
knowing that we were still trapped in this small room. I looked
around, finding a quiver with three sheaf arrows and 18 gold lions.
Troy didn't seem too concerned about being trapped here and made
his way over to the stone that blocked us in as I looked around.
Reaching up, he began to push against the stone. After a few long
moments of straining muscles, the rock began to move. He continued
to push until the stone was out of the way and locked open.
Immediately, sounds of battle drifted down to us. I climbed out
after a couple of the others just in time to get knocked over by
a flying skull, hacked off of an attacking skeleton by someone in
the front rank. This was turning into a less than perfect day.
The skeletons were eventually hacked to pieces after they had severely
injured Medrik and Dinin. We could not go on to search for Molly
with so many of us badly injured. We decided to return to town to
recover and regroup. Our way was blocked however, by the door I
had wedged open. I found several splinters of the wedge near the
stuck door. Troy bashed the door to pieces, solving the problem
for good. We limped back to town, carrying Medrik and Dinin. We
left the Drow in a secure hiding place after doing all we could
for his wounds.
We met Myr Kyr at the inn and he offered to provide assistance
if it was needed. We declined, knowing that the temple would expect
a reasonable donation for this assistance. Because we were already
so indebted to them, we felt that we had to take care of ourselves.
8 Kythorn, 1367 We were finally ready to return
to Pillar Rock after a few days of rest and recovery. I had busied
myself with Old Meg's spell book during the break. I learned a new
spell called Black Thorns and had memorized it for today.
I had also attempted to learn Scatter Spray, but was not
able to master it. Aniken contacted Molly a couple of times to assure
her that we were okay and were going to be returning to search for
her soon.
Troy brought along several bags of flour to put in front of the
holes that the little brown guys came out of. Most of the holes
got covered up, and it would make quite a mess for them to cut through
them.
The next couple of rooms held more skeletons, but we were a bit
more prepared for them this time. We finally found a small secret
room with the triangle that accepted the Zhent badge. Unfortunately,
the badge teleported those of us in the room to another room with
more skeletons. It put Dinin, Medrik, Aniken and I into a room with
six skeletons. I did not have enough room to cast my spell without
injuring my companions. I got hit by a skeleton and fell to the
floor in intense pain. The others were doing alright without me,
so I stayed down until a skeleton had its back to me. Even with
a back attack, I barely scratched one of the bony things. Fortunately,
the monsters were hacked apart by the others despite my inability
to help.
As soon as we cleared out of the corner that we had arrived in,
our companions winked into the room. Unfortunately, we had no idea
where we were.
The room had a deep alcove that hid another door. Before passing
through the door, though, we did a quick check for secret doors.
My companions appear to be in a tremendous hurry, for they rarely
give Dinin and I time to do a thorough search for secret doors and
panels. A little time was all we needed in this instance. I discovered
an intricately wrought stone door on one wall of the room. While
Medrik checked for traps on the regular wooden door, I checked the
secret door. Neither of us found anything, so we swapped doors and
checked each others work. It gives me a great deal of comfort to
have a second check for traps at times like these. I think we even
impressed the others with the apparent professionalism of the way
we handled the operation.
Both doors came up clean. The secret door was more intriguing,
and I pushed it open. The stonework sank inward until it disappeared
and quickly got out of the way. A booming, gravelly voice greeted
us.
"Who's there!?!" The voice said.
Someone dove away from the door and stammered something about a
beholder! We all looked at each other, frozen in terror. Finally,
figuring that if the thing really wanted to turn us into dust, we
had little chance to prevent it anyway, I stepped in front of the
open doorway and greeted the huge spherical creature.
"Excuse us for disturbing you. We just happened to stumble across
your door here. We can certainly leave now if it pleases you" I
stammered, glancing quickly around the round cavern. The room was
a natural round shape, with the huge beholder dominating the space.
Behind it was a detailed tapestry. In front of it was a small wooden
box. Hovering to the side was a glowing red staff. My eyes didn't
linger on anything before coming back to the levitating eye tyrant.
The creature introduced himself as Noraxis. He was under contract
to guard the staff that floated in the room near him. It became
clear quite quickly that questions about the staff and his contract
were unwelcome. We decided not to push it. Medrik got him to admit
that the wooden coffer meant nothing to him and that we could take
it if we wished. When the shadow blade entered the room to retrieve
the box, however, a thick iron grate slammed down between the half
elf and us.
Naraxis seemed to find this amusing, but said that if we agreed
to return here within five years for the purpose of conversing with
a bored guardian, he would let Medrik go. We discussed the offer
briefly. Since we had few options other than leaving Medrik here
and likely enraging a beholder, we agreed to the bargain. After
all, the monster seemed to be reasonable enough to deal with. We
didn't count on the magical glow that covered us all with a light
like Faerie Fire as we agreed. The beholder clearly bound
the deal with some sort of magical spell. I was not at all happy.
The monster did raise the gate as soon as the Faerie Fire
faded, though. I was ready to get out of there, but Dinin wanted
to check out the tapestry, Noraxix told us that it was a scrying
device. It could be operated only by a mage, and could show whatever
location the viewer wished to see. Dinin looked first at Molly's
motionless body, but learned nothing more than we already knew.
He then turned his gaze to another location. The tapestry went black,
and he seemed confused, but gave up with a slight shrug of his shoulders.
I did not really want to reveal my spell casting ability, minor
though it is, to the beholder, so I held my place at the door.
Although he had just sealed a deal with us to return to talk five
years hence, the beholder was not now very interested in conversation.
We did discover that it had disintegrated three humanoids in this
room at some time in the past. It had entered this contact willingly,
and that its last visitors were Zhentarim. We also discovered that
its last visitors came three years ago, and they (or he) were its
contractor(s) As it became more clear that the tyrant tired of our
presence, we began to drift out of the room.
Medrik and I went to work on the coffer the half elf had carried
from the room. Despite our efforts, the fancy lock would not yield
to us. Troy went after the box with a very sharp woodcarver's chisel.
The dried wood was no match for the tool. In the box we discovered
five fluid filled vials, another Zhent badge, and a rune carved
in the underside of the lid. The rune turned out, as we discovered
later, to be the mage's sigil for Sememmon, the Zhentarim leader
of Darkhold.
We assembled before the other door and prepared for facing whatever
might be on the other side. After what we had recently gone through,
I half expected a red dragon or a lich. Instead we found the room
that Molly had tumbled into.
Her body still lay pressed against the ugly purple and black gate.
Shadowy figures hissed and lunged at us, contained by the two silvery
circles on the floor. Their hatred and evilness seeped out from
them like an oppressive oily sheen. Rhy declared that they were
indeed some variety of shadow, a form of undead that can drain the
life energy from you with a touch of a spectral hand. They gave
me gooseflesh just looking at them.
Dinin examined the silver inlay and supposed that these designs
were indeed confining the monsters. Further, he said, the trigger
would appear to be crossing the circle, rather than an event such
as opening the door or stepping close to the gate or some such action.
That made me feel a little better, but I still stayed well away
from the silver inlay, not wanting any unexpected stumble to send
me plummeting into the dark embrace of one of those horrid beings.
The drow wizard then turned his attention to the gate. After several
long moments of concentration, he told us that he believed that
the gate was a multiplanar doorway to the Shadow Land, the Land
of Death or the Land of Undead, depending on how you wanted to interpret
one of the many runes. I didn't really want to interpret them in
any way, so I stayed away from the gate too.
Rhiannon simply stood before the gate, staring into it as if looking
far beyond the swirling surface. "Undead. The sense of undeath here
is overwhelming." Always one for understatement, the ranger then
stood there in silence.
We dragged Molly away from the gate with a hook and rope before
examining her further. She was in a suspension that had prevented
decomposition, despite the fact that she had been in this damp dungeon
for several days with no trace of life left in her body. There was
nothing we could do for her now, so we left her body near the gate,
planning to seek counsel from Austerian and Lady Winter.
In the next room we found three unanimated skeletons laying on
the floor. They wore what was left of the armor of followers of
Bane. The room was scorched, as if blasted by a Fireball.
Burned into the forehead of each of the slain Banites was the mark
of Cyric. We all vividly recall the story we heard of the fifty-three
priests of Bane recently executed in Zhentil Keep by slowly lowering
them, one-by-one, into a bonfire. It gave me the shivers.
We backtracked out of the priests' room into Molly's room and checked
the other door. In it we found another corpse. This one was slumped
over a table with a dagger in his back. A note was stuck through
the dagger before it was plunged into the body. It read:
To my good friend Merik,
A certain amount of deviance is allowed in the Zhentarim. You
went too far.
[Signed]Sememmon
[Sememmon's mage symbol]
Merik clutched a bag in one hand. He also still wore a money pouch
and wore a plain silver ring. In the bag we found 200gl and 64sf.
The pouch contained 3pp and 2sf We took the coins, the dagger and
moved on to the next room. It contained a jumble of torn up furniture.
A long search revealed nothing of interest.
We were at a dead end. There were no more doors to lead us out
of here. So, we started a long search for secret doors. None were
found until we finally returned to the room into which we had teleported.
I discovered a secret panel that concealed a receptacle for the
Zhentarim badge. We all crowded around the area while Medrik placed
the badge into the hole.
We were teleported back to the entry cavern. The badge was left
behind. The party decided to try to retrieve one of the badges,
but when we prepared to reenter the next room, we set off an alarm
set by the little brown guys. We discussed the need to go back in
after alerting them that we were coming, but decided that it was
worth it to recover the Zhentarim symbol. When we prepared to do
so, however, we were confronted with an incredible sight! There
were more of the little brown guys waiting to block our way than
I would have dreamed possible. Not only that, but there were six
heavily armored war rats with battle platforms loaded with more
of the critters! I couldn't believe my eyes. As we stood there in
amazement, we noticed streams of oil creeping toward us from either
side of the corridor.
"Torch it!" I yelled, expecting the vile little bugs to attack
us as soon as we turned our backs to them. Medrik quickly lit a
torch from the lantern and threw it into the passage. The place
burst into flame, forcing us to back up.
With our backs covered for the moment, I felt safe enough to take
a bit of time before rushing out the cavern exit. It was a good
thing I did. In looking for a possible ambush, I discovered a series
of trip wires strung just above the floor at the cave mouth. The
wires disappeared into the cavern wall. I could not tell just what
kind of trap they would spring, but they were relatively easy to
avoid once discovered.
We exited the place without mishap, and discovered an elaborate
trap laid for us. Three levels of nasty surprises were arranged
above the cave entrance for anyone hitting the trip wires. The trap
included large logs, sharpened spikes, and buckets that likely contained
some unpleasant liquid. We left the trap intact, reasoning that
an unsprung trap that we knew about was one that we could avoid
in the future.
Dorn found that the bag he hid outside the cave had been taken
by the brown guys. A recently cut tree stump sat right next to where
the bag had been hid. Our duplicate copy of the charter had been
in the bag. Now the gremlins had it.
It was late afternoon before we made it back to town. We marched
straight to the Temple of Lathander to speak with Jelde Austerian
about Molly's condition before returning to our rooms. I expected
to have to make an appointment for the next day, but as soon as
the word Zhentarim was spoken, Myr Kyr's attitude changed and he
rushed off to summon his superior.
When Austerian arrived, he appeared a bit distracted and disheveled.
We got his immediate and full attention (as well as a private audience
room) when we told him that we had discovered an apparent Zhentarim
outpost of some sort. His distracted mien evaporated in an instant,
making me wonder if it wasn't some sort of act or affectation to
put off troublesome visitors.
He immediately got the gist of our discovery and told us to stop
our tale before going into any more detail. He called in an acolyte,
whispered to him for a moment, and sent him off. Moments later a
hearty meal was brought in and the cleric spoke no more about our
reason for being here. His actions became clear a very short time
later when Lady Tessaril Winter and two grim-faced war wizards arrived
and began to question us.
We were there for another four hours, retelling our adventure several
times over and answering a thousand questions. Medrik and I played
memory games, trying to outdo each other with the minute details
of describing each and every thing we had seen and done. The wizards
finally tired of questioning us and sent us off to our lodging after
extracting a promise to return the next day. Since we were counting
on these guys to recover Molly, we readily agreed.
13 Kythorn, 1367. In the morning I cast a magic
detection spell on all of the things we had recovered from the caverns.
The ring, arrows, dagger and vials of liquid all radiated magic.
Nothing was very strong in and of itself, but the pile of treasure
was pretty impressive, sitting there in one place, glowing away
with the aura of magic.
When we returned to the temple, three new war wizards and a hard-looking
warrior took up the debriefing. Each of the wizards was in his early
to mid forties and appeared to be very battle hardened. The warrior
was a little younger and sported a long, black moustache as is common
in the service of the Purple Dragons. It was clear that these guys
were used to doing this sort of debriefing, and were working hard
on being more polite than usual. I quickly decided that I would
not want any one of them to interrogate me under unfriendly circumstances.
While we went over everything again and repeated it once more, I
studied them, committing every aspect of their looks and behavior
to memory. They didn't offer any names, but I could certainly describe
each of them to Albaeryl. She might know who they were.
We took a long break after this session, and got a chance to stretch
a bit before being called in to supper provided by the temple. A
sixth war wizard was there at dinner, along with a third warrior.
They took their turn at grilling us and looking for new information.
The whole experience was actually kind of interesting. I think it
helped Medrik and me really test and stretch our powers of memory.
The others didn't seem to have the same ability to recall the fine
details, but I felt like I kind of found a kindred spirit in Medrik
when it came to memory.
10 Kythorn 1367. An expedition mounted by the
War Wizards and Purple Dragons visited the caverns in the early
hours of this day. They exterminated the little brown guys they
called germelains and pretty much sealed the place off to outside
visitors. They examined Molly and told us that her body would be
retrieved in a couple of days when some specialist wizards would
be arriving. They could not guarantee that they would be able to
return her to us, but they gave every appearance of doing the best
they could.
A spokesman for the War Wizards told us that they had determined
that the site was some sort of safehold for Sememmon, the Zhentarim
ruler at Darkhold. The beholder, or "Spectator" was left alone.
He said that it would be very difficult to take the monster out,
and it was not likely worth the cost in lives lost. As soon as Molly
gets brought out, they were planning to seal the place completely.
We were a bit dismayed that they were planning to cut off entry
to the place. With our promise to visit the spectator again within
five years, we were obligated to get back in there. One of the War
Wizards spent about two hours going over the wording of the promise
and the visible effect of the spell that the creature cast. He determined
that the binding would be very difficult to nullify, and that his
interpretation was that we would need to return in exactly five
years. That shot our hopes that we could return in the next few
days, before they sealed it up, to fulfil our promise.
11 Kythorn, 1367. Jelde Austurian brought us in
to see Molly's body in the early hours of the morning. The priest
was apologetic as he explained that the halfling did not survive
the shock of the transfer back into her body. He was certain, though
that they clerics and wizards were successful in preventing her
spirit from getting pulled through to the land of death on the other
side of the gate. Austurian then volunteered to make arrangements
for her remains, and we readily agreed.
Lady Winter called for us again. She briefed us on the results
of the final activities they had planned for the caverns. After
a thorough inspection, they sealed the entrance and were prepared
to call the affair over. They were going to watch the site more
closely from now on, but do not expect further trouble. She thanked
us for reporting our find and told us that she planned a public
announcement of our good work. She called us heros and wiped out
the debt we still had with the Temple of Lathander in one sentence
and brought us back down to earth with the next.
"Officially you are heroes," she said. "I'm personally quite grateful
for your work here. But unofficially I have a few things to tell
you. First off, you clearly disturbed Sememmon's safehold and he
will be able to learn who is responsible. Secondly, it will not
be long before the races of your company are known. This is a densely
settled area, peopled by folks with strong feelings toward some
races. It would be best if you use your public reward to your best
advantage and make some space between yourselves and this place.
"Thirdly," she said, ticking off the points on her fingers, "Daggerdale
is in trouble." "You seem to be interested in doing the right thing.
Daggerdale is a place that needs people like you right now. The
temple of Lathander there burned under mysterious circumstances.
The Zhentarim have been using the area as a staging ground for their
shenanigans, and Randal Morn, the deposed ruler is leading the opposition
Freedom Fighters. I think you should leave Eveningstar and make
your way to Daggerdale. If you choose to do this, I would additionally
like for you to take someone with you. Tell me what your decision
is tomorrow and we will act accordingly," she concluded with a finality
that left little room for questions.
We went out to Old Meg's place to talk about our options and split
up some treasure. We all got 21gl and 8sf out of the collection
of coins we recovered. It would have been more, but we had put 100gl
toward our debt before Lord Winter paid it off.
We agreed to trade the three magical arrows to the Cormyrians in
exchange for identifying the powers of our other magical items.
Later we split up the magic, and I got the dagger with a slight
enchantment. Dinin chose a ring of armoring, Rhiannon took a potion
of speed, Medrik got a philter of persuasiveness, Aniken
chose a potion of superheroism, Dorn received the oil
of acid resistance, and Troy ended up with a potion of ventriloquism.
The party also decided that we would follow Lady Winter's advice
and head for Daggerdale. This seemed an especially good idea when
we learned that Medrik used to work for Sememmon before an altercation
with an apprentice lead to the other's death. Since Sememmon was
the top dog at Dark Hold, and since Daggerdale is in the opposite
direction, that seemed a good direction to travel.
13 Kythorn, 1367. Tessaril Winter met us, before
dawn, at Old Meg's as we prepared to depart from Eveningstar. She
brought with her the one that she wanted us to take when we left.
It was another drow! Not just any drow, but a drow priestess. This
female, to add insult to injury, walked around like she was some
sort of princess that we should all be thrilled to be traveling
with. She refused to wear a hood to disguise her identity. Instead,
she insisted that she was on the surface world to show every one
that not all drow were evil. I was sure that she was going to end
up getting all of us killed.
I insisted that either she conceal her identity or I would not
allow her to join our group. I didn't know how this proclamation
would sit with the rest of the party, but no one challenged me on
it. Egwene Creale, the 5'8", 115# priestesses of Eilistreae from
Undermountain, seemed to think she had a choice in this matter.
She went off on her own for a while. When she came back, she said
that her goddess had convinced her to take her mission of enlightenment
a little more slowly. Therefore, she agreed to conceal her identity
as best she could.
My feelings were ambivalent. On one hand I was relieved, knowing
that we would not be instantly attacked as soon as we were seen.
On the other, I would have preferred that she decided that she could
not abide our requirement and left us for good. Despite my desire
to please Lord Winter before we left, I felt as though she was asking
too much from us. Perhaps she thought that two drow were no different
than one drow. I found myself pushed to the edge of my tolerance
for either of them. So far, Dinnin has done nothing to make me loose
trust in him. In fact we even spent some time trading spells yesterday.
However, the two of them together make me extremely nervous.
Our day of travel was surprisingly uneventful. We passed through
Troy's village and lunched with his folks, making small talk and
generally just passing time. The afternoon gave us good weather
and little traffic on the road. By nightfall we had made good time
and set up camp in a suitable place.
The night seemed busier than the day. Three separate Purple Dragon
patrols interrupted our sleep at various times. All seemed short
tempered, and full of their own sense of self righteousness and
power. They didn't give us any trouble once they looked at our charter,
and probably they kept even less pleasant nighttime surprises down.
They didn't make us feel very comfortable even so.
14 Kythorn 1367. We reached Arabel today. As usual,
Arabel was bustling with activity. Caravans were arriving and departing
at all hours. We found an out-of-the-way spot to set up camp outside
of town and settled in for a short stay. We needed provisions and
information, so four of us went into town to obtain these while
the rest of the group stayed with our camp.
We got the supplies easily enough from a place called the Nine
Fires. Conversing with other adventurers and patrons there and wandering
the streets a bit we picked up a few rumors:
- Zhents and non-humans have been fighting in the forests near
Zhentil Keep. Apparently the centaurs and satyrs have been loosing
in their attempts to prevent the Zhents from continuing to log
the forests there.
- Drow have been appearing in Calaunt at night, some speculate
about a secret alliance between the drow and the city rulers.
Strange ships, probably from the Pirate Isles have been arriving
at night and may be involved in the alliance. The adventuring
group Ladies of the Green Shield were slaughtered recently, perhaps
because they stumbled across activity of the alliance.
- Drow took a portion of the city of Assam and it took a battle
led by the Fellowship of the Spiked Fist to oust them. The rulers
of Westgate are concerned that there may be a new invasion of
the surface lands by drow. They have put out a call for mercenaries
and adventurers to aid them in repelling such an action.
There was little other news floating around so we headed back to
camp to share the rumors we had collected and divide up the supplies.
I had considered contacting the Harper agent here in Arabel, but
decided that since we were only about 9 days out of Tilverton, I
would try to speak with Lady Tanthyin before getting in touch with
any other Harpers.
We had a long discussion about our plans. Several members of the
group were concerned about our inability to finance our journey
past Tilverton with our present resources. It seemed to me that
they were making an awfully big deal out of a problem that was at
least a ride away. We eventually decided to continue on to Tilverton
on foot. The problems associated with being in the company of drow
came to the fore as we talked about how we might sign on with one
of the many caravans heading north. It seemed unlikely that we could
hire on with a caravan with two drow in our party. We could perhaps
try to keep their identities secret, but the risk hardly seemed
worth the benefits.
16 Kythorn 1367. The road here has been busy and
uneventful. We have encountered several mounted patrols and have
had no trouble from them. Today we found a patrol with a stopped
caravan, and two other patrols standing ready near by. I was expecting
trouble, but they gave us none. They were here to escort travellers
through the dangerous wild magic area known as the Helm Lands. They
did not escort us, but spent a considerable effort at warning us
of the dangerous we might encounter. It takes us most of the day
to get through the Helm Lands that intersect with the road.
Near the day's end we pitched camp almost in the shadow of Castle
Crag. We were told that Bren Tallsword was in charge of the castle,
and since we were still well within the areas patrolled by the Purple
Dragons, we were reasonably sure that we would not be too disturbed
during the night.
17 Kythorn 1367. At mid day we passed the ruins
of Castle Kilgrave. The tar pits of the Helm Lands lead up to here,
and I recalled the story of how Mystra, the Goddess of Magic was
slain here by the God Helm to prevent her from returning to the
realms of the gods. The shape of the ruin laid out a clear picture
of the destructive blast that accompanied the death of Mystra. The
still-bubbling horror of the Helm Lands is testimony to the power
unleashed.
18 Kythorn 1367. By evening we made it trough
Gnoll Pass and we faced with the choice of the Moonsea Ride or Stone
Bolt Trail. It took another round of discussion to convince everyone
again that the few days that we needed to detour to Tilverton might
be a worthwhile investment. We slept near the junction and talked
over our plans for the next leg of our journey. The next morning,
we took the trail to Tilverton.
23 Kythorn 1367. We arrived in Tilverton and made
our way directly to Lady Tanthyin's residence. She didn't seem at
all surprised to see us standing at her door and rapidly hustled
us inside. After quick introductions I gave a full de-briefing on
the Eveningstar affair. We got into a discussion about the activities
of the representatives of the Cormyrian Government in Tilverton
and Albaeryl told us that Lady Regent Alasalynn Rowenmantle was
now in the city as a member of the Citizens' Council.
We then moved on to talk about our plans. I told her that we were
low on supplies and would appreciate it if she could point us in
the direction of some work. Albaeryl told us that she would see
what she could do. She also told us that we had been followed by
two War Wizards as we had been travelling.
We talked for a bit about my recent adventures and the status of
the Cormerian occupation of Tilverton. Before long Lady Tanthyin
told us that it was time for us to go. She gave me a note to bring
to Bloodshoulder at Grimwald's revenge. Bloodshoulder does not like
me much and I had bad feelings about going to him for shelter. Despite
this, we all (excepting Albaeryl) left Lady Tanthyin's house and
made our way to Grimwald's Revenge.
Bloodshoulder was on duty as the bouncer of the place and looked
none too happy to see me. He brightened considerably when I told
him that we were only going to be in town for a few days. I started
to wonder if perhaps the friction between him and I was the result
of some jealousy by him. The Fat Man had never favored me over Bloodshoulder
(or at least it didn't seem so to me), but the big bouncer may not
have seen things the same way.
The place was as I remembered it, the only change was a few more
frogs jumping around on the floor. Bloodshoulder soon had the tavern
cleared of most patrons. As soon as he did, the remaining people,
all Rogues, quickly transformed the tavern into the headquarters
of the Rogues of Tilverton. My companions were more than a little
nervous when they were surrounded by the members of a guild of thieves.
The Rogues were pretty imposing as they led us through the tunnels
below the tavern.
Bloodshoulder set us up in a cavern far below the streets of Tilverton
and assured us that none of the War Wizards that had ever entered
these tunnels had returned to the surface, except perhaps as a frog.
He left for a while and we rested until he returned with some food.
He also passed along regards from The Fat Man and then stayed for
a long time and we discussed old times, new times, and the future.
It became more and more clear that as long as I was not going to
be staying, Bloodshoulder and I could get along quite well.
24 Kythorn 1367. Albearyl arrived at mid morning
with three rides of travelling rations for each of us. Bloodshoulder
was with her and gave us a sketch that showed a route out of the
city using the sewers. It would be a bit messy, but should keep
us from the eyes of the War Wizards.
Lady Tanthyin had little news of Daggerdale, but she shared a few
things with us. She told us that there was a dream sickness in the
Dagger Falls that was claiming the lives of many dalefolk.
The Zhents have made it difficult to keep agents beyond the Shadow
Pass, but they did know that Dagger Falls remains organized and
that it should be fairly easy to travel through the area. Zhents
still preyed on outlying farms at night, but it sounds as if the
Zhent leadership is trying to turn the tables on Randal Morn. They
have labeled him an outlaw and a disturber of the peace.
The trip was indeed messy, through tunnels and chutes and finally
bringing us to a huge barred grate. The grate was broken open and
we squeezed out and trudged up the small stream that received the
sewage until we found enough clear water to wash up a bit. Finally,
we were on the road again.
25 Kythorn 1367. We made it to the Shadow Gap
today. The traffic has been light but steady. Since entering the
Gap, our line of sight has been reduced dramatically so it is difficult
to estimate how much traffic the road has now.
26 Kythorn 1367. A terrible lightning storm blew
up off the peaks as we were on the road. It hit us in an area where
there was no shelter. We pressed on, hurrying to try to find some
cover from the storm when a bolt of lightning reached down and struck
the crypt ranger. It knocked her off her feet but did no serious
injury to her. The strangest part of the whole event was that the
lightning bolt lay on the ground next to her after it struck. She
shook her head to clear it, looked at the bolt in puzzlement, and
then picked it up. She looked at it for a bit and slung it over
her back like a javelin. The storm blew out as quickly as it came
up, and we resumed our journey.
29 Kythorn 1367. We shared a strange dream overnight.
Several of us saw the same set of images. One was of one of the
others looking at pots, looking and moving them. Another was of
a sword. It was supposed to be in someone else's hand, but for some
reason I was holding it. The third was of a rock. I had a black
rock. It got round, it turned gray, then white and light then rotated
and turned into a skull that screamed.
30 Kythorn 1367. We reached the Tethyamar Trail
today around mid day. Just past the junction we found a small stone
building on the trailside. It was built of granite, had a new thatched
roof, and fresh sweet flowers growing all around it. There was an
feeling of serenity and peace about the place and it made me nervous.
We approached closer and discovered several holy symbols of human
gods adorning the place. We determined that this was some sort of
shared holy place for the Gods Torm, Sylvanus, Chauntea, and possibly
Melikki. We took our midday meal here under the eyes of the gods.
It was obvious that the traffic on this trail was far less than
that on the main road. We saw no one on this trail at all.
1 Flamerule 1367. We had some excitement today,
thanks to a band of kobolds. They had set a spiked pit trap on the
trail. Rhiannon was unfortunate enough to find the trap the hard
way. Then a pile of the little disgusting things charged. I wanted
to back up and cast my Black Thorns spell but one nasty little
creatures attacked me. I killed it though. I used the magical dagger
we found in Merik's back. After eight of them were killed, the others
decided to cut and run. We did recover 16 thumbs and 8 good quality,
Zhentish short swords from them. It looks like the Zhents are doing
more than raiding farmers on their own. They are also arming the
vermin.
I marked the area with a couple of Harper danger symbols, hoping
to alert others to the potential danger from the kobolds. All I
could find were some smallish native stones to scratch the symbol
out on, but perhaps it might help.
2 Flamerule 1367. We came across another traveller's
camp in the early morning. It appeared as though the half elf was
asleep, but it soon became clear that the unfortunate was dead.
His horse was too, although neither of them had any sign of wounds.
As we were examining the area, the familiar feel of the spell I
had memorized slipped away, leaving my mind feeling hollow and empty.
We got out of the area quickly after Medrik grabbed the dead one's
saddlebags. Snipe suffered a powerful headache from the encounter,
but other than this we were really no worse for the wear.
In the bags were 35 lions and some food and ale. There was nothing
to tell us who the dead person was or what he died from. I do wonder
if this was similar to any of the symptoms of the dream sickness
that has affected the people of Dagger Falls. I will have to look
into it more closely when we get there.
By noon we heard the roar of water, and soon saw the Serpentsbridge
spanning the River Ashaba. The bridge is aptly named as it appears
to be built of entwined snakes frozen into stone. The bridge rises
to a height of 50 feet above the churning waters of the Ashaba before
descending to the other side. A rather impressive structure all
in all, but we didn't stop to gawk at it.
Shortly after we crossed the bridge and were on our way, we heard
the thunder of horses galloping our way. We all dove into the bushes
along side the trail and looked out to see who was travelling in
such haste. To my horror, I saw that The drow priestess remained
in the center of the trail. Fortunately she remained hooded as the
horsemen pulled up in front of her. They greeted her and the leader
introduced himself as Randal Morn. Several of our party revealed
themselves at that, and he told them that Zhents were hard on their
trail, but if we wished to help the people of Daggerdale, we should
find the cause of the Dream Fever. The usurper Trent is calling
himself the constable in Dagger Falls, but is really a Zhent agent.
We should look for help from Louden, the cooper at Red Rock.
And with that, he and his men were off again. Straight away we
heard more horses. Back into the bushes we went, this time dragging
the drow behind us. A whole crowd of soldiers charged past, obviously
chasing Morn and his men. We waited for the dust to clear before
we again ventured out onto the trail.
This encounter helped us decide our next course of action. We had
been having a long discussion about what to do once we got near
to Daggerdale. At one point along our journey, Dorn and I had engaged
in a little role-playing game to try to think through what kind
of responses we might get if we walked right into Dagger Falls without
any attempt to conceal our identity as an adventuring group. I tried
to play the role of Trent or one of his men and Dorn worked on responses.
It got a little far fetched, but I think it was useful as a tool
to prepare us for entering the town. Several members of the group
observed, but others paid no attention. Dinnin even got in a huff,
after wandering into the game partway through. He accused me of
having an ego attack, of acting like a meddling Harper. I in turn
criticized him for not paying attention to what was going on and
told him that if he was not going to help with this, at least quit
interfering.
3 Kythorn 1367. What at first looked like a flock
of crows in a tree in the distance turned out to be a group of stirges.
Several attacked us as we walked along the trial. I had heard of
these blood-sucking creatures before, but never realized just how
powerful they were. A couple attached themselves to Dinnin and he
was incapacitated before we could get them off. I killed one that
tried to attack me, again using the dagger I have started to call
Merik's End. Fortunately, only a part of the large flock attacked
us, and the others remained near their tree.
4 Kythorn 1367. As we approached Dagger Falls
we saw more and more activity. Unfortunately, much of this activity
was quite disturbing. Much of the forest was being cut and units
of gnoll archers patrolled near the tree cutters.
We made our way to an inn called the Teshford Arms and arranged
for lodging. There were many mercenaries around, including large
numbers of orcs and half orcs. We hung around the common room until
late into the night, watching bands of mercs. coming and going.
We picked up several rumors that were circulating between the fighting
men.
- Dwarves forged a sword to slay a magelord. It is in the eagles
Eyrie or with the constable.
- Several children have vanished. Probably due to goblins of the
hills.
- The Brightblade dwarves cursed the region when they were driven
out 100 years ago.
- A sleeping horror beneath the temple is now awake.
- Beams of the Red Rock Tavern sprouted flowers and leaves recently.
- All the horses standing outside the Teshford Arms Inn died yesterday.
- Three men and women died of lack of breath, calling for water.
Thirty more are ill.
- Evil dwarven spirits have come down from Eagles Eyrie. A blood
sacrifice is needed.
- A man with a strange accent has been in town spending gemstones
marked with dwarven runes, buying odd pieces of this and that.
5 Kythorn 1367. We received a summons from Constable
Trent during our morning meal. The congealed oatmeal was not difficult
to leave behind, but Medrik had to do a tough-guy routine with the
human leader of the small patrol sent to fetch us.
They escorted us to an audience with Trent. He was a tough looking
bastard, with his hair cut in a short no-nonsense style common with
hard core fighting men. He was reading through a stack of papers
when we arrived. As he finished one he glanced at us and spoke in
a straight forward manner. It was clear that he was used to giving
orders that were followed without question.
"That rebellious dog Randall Morn has been killing the people of
Dagger Falls with some sort of disease. I want you to go the ruins
of the Temple of Lathander and rid me of this scourge. I'll pay
you each 20 lions if you can stop him. I pay 50 lions for bringing
in one of Morn's men" he barked before dismissing us.
We quickly left Trent and went to investigate the temple ruins.
We found the entrance near a cracked marble fountain. The fountain
was empty except for the ageing black soot, probably from the conflagration
that destroyed the temple. A few Zhents stood guard near the entrance
to the ruins. They seemed to be expecting us and gave us no trouble
as we descended the soot stained stairway.
A large wooden door at the bottom of the stair had survived the
fire. We pushed it open to reveal a large room filled with wine
casks and lit all over with a greenish glow. Small holes against
one side of the room reminded me of the germalains' lair so I took
a position in a corner and covered the area before the holes with
a drawn arrow. I was drawn away from my place after getting exasperated
by the jokers trying to get a portcullis up across the room. The
whole room was chaos within minutes of our arrival. Troy and Medrik
were struggling with the portcullis that barred the only exit from
the room other than the way we came in. They were calling for help
and not getting any. Everyone else was exploring the room on their
own. I went over to help Troy and Snipe started screaming.
"Get it off me! Get it off!" he yelled in the eerie green glow.
A big pale yellow furry creature had fastened huge jaws onto him
and given a shake that sent him splattering blood all around. He
and the creature were immediately surrounded by our group and the
thing was killed by the drow priestess. In the meanwhile, Troy managed
to lift the portcullis and we stuck a wine cask under it to keep
it open. There was a nervous moment when it looked like the weight
of the thing would crush the wooden cask, but it held and we snuck
under.
The halls beyond the portcullis were catacombs filled with the
moldering bones of long dead followers of Lathander. These remains
were clearly laid peacefully to rest here, probably long before
the fire that destroyed the temple above. The dead were well adorned
but their valuables were as yet undisturbed. The next room to explore
was protected by a massive stone door and an intricate lock. Medrik
immediately tried to pick the lock and was unsuccessful.
I offered to give it a go and he said something like "don't bother
its too hard" in his most annoying tone. I took a look anyway. The
lock was beautiful. I had never seen one so well designed before.
I took my time with it and explored it thoroughly. Medrik kept up
a steady stream of derisive comments as I worked. The 'snick' of
the opening lock shut him up only for a moment.
"Well, it wasn't easy for you" he added, as if he had to prove
something to himself. What a chump. Of course it wasn't easy. This
lock was not designed to be easy. I didn't see how that mattered.
We were here to explore the place. The lock was now open. End of
story. Obviously, though, it bothered Medrik a great deal until
just as suddenly he was off on some other obsession.
The new room was a brightly lit chamber of stone set up as a chapel
or retreat or something. There was a big mural of Lathander on one
wall, and several valuables. At first I figured that we could use
the golden candlesticks more than the dead guys outside the door.
Then Dorn pointed out that the priests of Lathander, after the fire,
had taken the time to go through the remains of the temple and these
catacombs. Since they had left the place in this condition, perhaps
they had a reason. This was no deserted and abandoned temple. This
room was an active, if temporarily isolated, part of the faith of
Lathander. Not everyone saw it this way and some harsh words were
spoken before all the loot was returned to its proper place. We
checked over the room for secret doors, and finding none we left
and locked the door up tight again.
The catacombs wound around and we found a recently created opening
from them into a natural limestone cave formation. Past that opening
Medrik found a secret door to another brightly lit chapel. As with
the other, this place had an alter made of agate.
The new opening into the catacombs was rough and lead down into
a twisting corridor. In this winding passage we found two dead Zhents
and a dead hook horror. The humans were probably from the one and
only expedition the Zhents sent down here ahead of us. They had
no weapons or treasure remaining on them, so I suspect that either
his companions or someone else came by to loot the bodies. We heard
some clicking or tapping from ahead of us and Medrik went on a head
to investigate. He came back to tell us that it was another hook
horror. It was eating a third Zhent, and it looked wounded. We made
a plan to sneak up on it and have Medrik strike it from behind.
We caught up to it a bit further down the passage from where Medrik
had first seen it and Medrik quickly killed it. The body that it
had been eating was a nasty mess and I very much hoped that we didn't
run into any of these things that were healthy.
A short way further, we came upon a large open chamber that contained
a substantial mushroom forest. Filling up part of another corridor
was a wall of animate thorns that was clearly hostile. Some of the
mushrooms looked almost humanoid. From out of the forest came little
green mushroom men with vests and shirts of leaves that appeared
to be grown on them. They attacked with spears coated in green drippy
sap-like stuff. The crypt ranger went down in the attack. We killed
the attackers and dragged our injured companion out of the room.
I also took along one of the creatures spears along with the poison
that smelled strongly of citrus.
We returned to the secret chapel to spend the rest of the day and
night in rest. Egewene, the drow priestess cast a spell to detect
magical energies in the room and was nearly overwhelmed by the result.
Medrik and Snipe would not sit still in the chapel and went out
to 'keep watch'. I suspected that they were more interested in trying
to lift some baubles from the dead around us. I just hoped that
if they did something stupid that they did not get all of killed
along with them.
6 Flamerule 1367. We went back down the new tunnel
and took a different route to the mushroom chamber. Along the way
we discovered a large cavern with a deep dark pool of cool water.
Always the showoff, Medrik had to prove that he could leap over
the water. As he did, a female elf rose up from the depths. When
Medrik landed on the other side he advanced on her and she retreated
slightly. He pulled out his crossbow and started to aim it at her
and she dove into the depths and was not seen again. What a blundering
idiot! He thinks that everything he encounters can best be dealt
with by drawing a weapon.
We found the other side of the tangle of thorns. It appeared to
be 10-20 feet thick. Phasing in and out of the thorns were the little
mushroom guys. They walked into the thorn-wall as if it were a fog
bank, and used it for cover. They didn't give us any more trouble
this time though.
On the other side of the mushroom cavern, a large tunnel lead to
a flowstone falls. We set up a rope system that allowed us to get
down the more than ten foot drop without injury. Following the tunnel
further we found several more flowstone drops and a huge dead hook
horror before being stopped by a deep and fast flowing river. Stone
columns on either side of the river indicated that a bridge once
crossed here, but try as we might, we could not see how to get to
the other side. Across the 35' wide stream Dinin saw what he said
was a drow caravan route marker.
Deciding that we needed more information, we returned up the flow
stone passage, checking for secret doors or passages as we went.
Back in the mushroom chamber we noticed that indeed the mushrooms
were growing into the little green leafy guys. We discussed the
possibility of burning the thorn-wall in case it was hiding another
passage in its tangle, but decided against it for now. Instead we
returned to the secret chapel, cleaned up as best we could and spent
another night resting.
7 Flamerule, 1367. I wanted to return to the pool
alone, hoping to see the elf maid who we saw there, but the group
stomped along arguing about how to draw her forth. The drow priestess
sang songs and the psycho guttersnipe played a flute and dropped
stones into the pool. I was torn between drowning myself to end
my frustration and running in terror from this ragtag bunch of misfits.
In the end I sat in a patch of friendly shadows and sympathized
with the elf maid. I only wished that I had been as smart as her
and turned tail when I saw this group.
The Mushroom Forest Chamber:
We left the catacombs after everyone finally realized that the
elf maid was not going to return. The wine tun still held the portcullis
open and we returned to the foot of the stair, dragging one of the
worst mauled Zhent bodies and a severed hook from a hook horror.
After a few minutes reviewing the basics of what we would report
to Trent, we headed up the stairs.
Trent had apparently been expecting us to stir up trouble below,
for a dozen alert crossbowmen had replaced the few laconic guards
we saw on the way down. They were quick to challenge us. Once we
identified ourselves, we were allowed to come fully out of the tunnel
and stare into the wicked barbed bolts of their crossbows.
"Cyric's Lunch!" cried one guard in horror as he saw the devastated
armored corpse we dragged up the stairs. Before we could do any
explaining or get through the line to file our report, trouble started.
The loud-mouthed tough who delivered Trent's summons the other
morning pushed through the line, dropped his sword belt and told
Medrik that it was time to finish things. Despite comments by a
guard, Marak, the tough, was prepared to fight Medrik then and there.
Quietly, however, another man slipped through the line of guards
to stand beside Marak. This new Zhent was finely dressed with hard
black boots and a wide brimmed leather hat. Lieutenant Ridle introduced
himself to us, apologized for Marak's brutish behavior and dismissed
Marak and all but two of the guards, including the one that had
tried to stop Marak's near attack.
Ridle walked toward Medrik and extended his hand for Medrik to
shake. Instead of taking the proffered hand, Medrik flipped his
wrist slightly, bypassed Ridle's hand and drew the lieutenant's
dagger from his belt. He immediately plunged the dagger into Ridle's
side and Medrik leapt back facing the two thunderstruck guards.
The two looked at their former boss who was now lying in the dust
with his eyes screwed shut, writhing in agony, turned, and ran.
"Guys, I've gotta go!" Medrik said in a voice that was just short
of complete panic. "That guy was a Zhent assassin, leader of a death
squad sent out to find me. I recognized the snake-hilt dagger. It
was his guide to finding me. Don't touch it because the poison is
incredible." His voice was getting shaky now, and he was close to
losing it. "I've got to go" he said again, looking around for some
escape from Sememmon's wrath. His eyes came to rest on the stairs
leading down to the catacombs.
"I'll take you somewhere they cannot find you" Dinin said. "I've
had enough of this business already. I didn't agree to this knowing
that the meddling Harper scum were going to benefit. They are as
bad as the worst of the drow manipulators. I know how to get across
the river below and we can take the caravan route to places that
the Zhents won't dare go."
The two of them dragged Ridle's now stiff body down the stairs
and into the darkness. We stood above and watched them disappear.
All of us were stunned. This had all happened in barely a breath
or three. We looked at eachother in disbelief before deciding to
simply make a brief report to Trent and then head directly to our
rooms at the Teshford Arms.
I hardly needed to worry about our report to the Constable. He
had not yet heard about the incident with Ridle and we did'nt bother
to tell him. The mangled body and hook horror trophy did'nt surprise
him. He heard the rest of our report as he continued to work on
other things and dismissed us, without asking any questions, with
a brusque "Keep at it."
Returning to the Teshford Arms, we cleaned up a bit and learned
that a traveling puppet show was to perform at the inn. Rumor was
that five people had recovered from the sleeping sickness too. I
got names and locations of these recoveries so we could follow-up
with them. We wondered if our dealings with the little green mushroom
guys had something to do with the recoveries. It may have been coincidental
that we had killed five mushroom men and five people recovered,
but it didn't appear so.
Other rumors included:
- The cowardly priestess (of Cyric) Evagyn fled town because her
god would not protect her from the sleeping sickness.
- The gods have abandoned Daggerdale and its people are being
punished.
- A score of sheep have disappeared, along with their shepherd,
in broad daylight.
- The Zhentarim are planning an invasion.
- Trent has brought in a powerful wizard to scare the dale folk.
- Randal Morn has poisoned a water trough.
Delores "Dlo" Gem's Puppet Show was a one-person affair, run by
a fat woman dressed completely in black. She introduced the show
with the help of two puppets before disappearing behind her stage.
The show opened with a little town and a wizard. The wizard beat
all the dwarves until they began to bring him gems. The wizard disappeared
and we didn't see him again. Next came a bunch of black shields
to town. They pushed out the ruler and his family. Back in town
the black shields and a flowerpot took center stage. The roses in
the pot began to burn and were quickly consumed. Then puppets with
white hoods and rose colored robes hovered over the barren pot.
It was not possible to be sure, but it appeared that they planted
something before leaving. Next the ruler puppet rides in to town
and beats up the black shield. After that a black sun appears over
the flower pot. It shines on the soil, as if trying to get something
to grow. It eventually starts to dig in the pot until it uncovers
a pointy hat. As soon as the hat is seen, the sun disappeared.
Next the black shields were seen milling around town while little
green puppets throw nets over people that fall down. The green puppets
also eat horse puppets. Another puppet, this one with a big black
shield showed up and met eight cloaked riders. He beat them all
up and they rode to the flower pot. The cloaked riders were then
seen running through tunnels. They encounter a queen sitting on
piles of books, with more books behind her. The hooded puppets point
at the queen and pull off their hoods. We then saw that they had
black skin and white hair. They shoot at the queen with crossbows,
but she fled and the bolts struck the books, starting a huge fire
that burns all the books.
Then, with a crash, the door of theTeshford Arms slammed open and
two huge figures entered. When we turned our attention back to the
puppet show a half-breath later, Dlo and her stage had vanished.
I quickly looked around and no one else in the place seemed to notice
anything unusual. It appeared that they had never noticed that a
puppet show had been here and suddenly disappeared. The hair on
the back of my neck stood up and I developed a sudden case of gooseflesh.
The two huge figures looked the room over and headed our way. Both
stood almost eight feet tall and must have weighed close to 300
pounds each. Ogre ancestry warred with human blood in them, giving
them both a strangely menacing and somewhat comical appearance.
They barged over to our table.
"Are you the circus?" one asked.
"Yeah, we were told to find another circus!" the other enthusiastically
agreed.
Dorn, who was sitting next to me, nudged me with his elbow and
said "You need to talk to Del here. He's our spokesman." Both half
ogres looked at me intently and I almost peed in my breeches. I
struggled with myself, wanting to run as much as I wanted to slip
a garrotte around Dorn's neck. I composed myself as well as I could
by finishing a long pull on my ale, and introduced them to Troy.
The burly human came to my rescue and started a conversation with
the huge brutes.
Jed and Ted are a pair of gladiators from Hilsfar. The broke out
of the confined area for humanoid captives, fought their way through
town, and escaped the city. Along the way they met a puppeteer named
Dlo who gave them a show. Afterwards, they decided that they had
left one "circus" in the arena and needed to join another here in
Daggerdale. They were told to find us, help Randal Morn, and give
us a letter. They handed ne a battered scrap of paper from Dlo.
There we only a few words on the paper: "An adventurer or a farmer,
you decide."
The message was pretty clear. The messenger was still a mystery.
Who was Dlo? Why is she addressing us in such a mysterious fashion?
Can we trust her? I suspect not, but I also realize that I may in
fact be just as paranoid as Dorn believes. Oh well.
I suggested, after the second time Jed and Ted spoke Randal Morn's
name, that we take a walk outside to get some fresh air. I was able
to cover the verbal gaffes, but I was getting increasingly nervous.
As soon as we got outside, I slipped away from the group and trailed
along behind for a while, making sure that we were not being followed.
The group continued to question Jed and Ted. I just observed from
the shadows and then got ahead of the group, as I realized we were
headed toward the nearby farm where a recovered victim of the sleeping
sickness lived.
The two half ogres were pretty interesting characters. I am glad
they wanted to join us rather than fight us. Jed Hurleyburley was
a muscle-bound bald fellow with a slight paunch. He carried a mace,
and a quiver of spears, an enormous body shield, an even larger
bardiche that he swung around with one hand. He liked to grin a
lot.
Ted Hurleyburley seemed more ogreish, heavier, and with the white
pupils and residual tusks from his father's side of the family.
He also seemed to have a worse temper. He carried a bastard sword,
maul, and wore chain mail.
I slipped back into the group to suggest that Snipe use a little
of his mental power on the two ogres. He didn't get much, but the
feelings that he was able to read supported the story the pair told.
Aniken put his talents to use again when we arrived outside the
farmstead. We circled the place, looking for anything out of the
ordinary. There were a number of men assembled here. It appeared
that they were having a small meeting. After not finding anything
unusual in the vicinity of the farm house, Aniken probed the farmers
we could see through the window. He read feelings of relief over
the one recovery, sadness for those still ill, and fear about the
sickness.
The guttersnipe, the builder and I went up to the door and greeted
the farmers. They asked if we were the adventurers from the temple.
When we admitted that we were, we were warmly welcomed into the
gathering. They believed that we had something to do with the recoveries.
We learned that five people recovered suddenly from the sleeping
sickness. The number matched the number of little green leafy guys
we killed in the mushroom forest below the Temple of Lathander.
Perhaps it was coincidental. Perhaps not.
The farmwife here was still ill, and we asked to see her. Aniken
performed a mind-link with the woman. His voice got softer and began
to talk in nonsense words, suggesting that he had tapped her subconscious,
and that she was stuck in a dream state.
Our companion went in deeper, and again his voice changed. "If
you slay us we shall live. The woods die but we forgive" the voice
said.
The wife's voice again took over "When morning comes, to morning(?mourning)
we go. Back to our master's caverns below."
Aniken shook his head and looked at us "That's it" he said.
We rejoined the farmers in the main room of the home. I dug for
other details that may help us solve this puzzling sickness. Unfortunately,
what we leaned did not seem to fit together at all.
- two cows had gone missing
- the farmer was out for five days with sleeping sickness
- fifty raspberry plants died and withered
- a cow was found with its neck stuck in the crotch of a tree
8 feet off the ground.
This last business happened at night near Eagle's Eyrie. The farmer
that owned this cow agreed to let us escort him back to his place
tonight and show us the site of the death in the morning. This fellow
was a stutterer, but did not seem unnerved by our interest in his
business. I had asked him if he had ever had other trouble with
flying livestock, but he didn't take it well. He though I was joking
with him. I didn't try to explain that I suspected wild magic. At
any rate, we stayed in his barn over night, setting a standard watch,
even though we were in settled lands.
During reverie, I experienced a strange vision. Later I learned
that all of us saw the same thing. The vision started with a view
of someone's back. He was throwing something out, and drawing it
in. Getting closer, I saw that the person was a short dwarf-like
being with branches in his hair. Then I realized that it was one
of the green guys. He was throwing out a net, catching people. The
person would run through the net, but a ghost person was caught
in the net. There was then an interruption in the vision and the
next scene started at a set of big metal doors. There was rock rubble
and huge statues near the doors. A group of people wearing the leathers
of woodsworkers and woolen cloaks. It is night and by torchlight
I could tell that they were trying to open the doors. Just as I
almost recognized the people, I saw their horses turn into skeletons.
Then the people turned into skeletons and the shock jolted me out
of the reverie and into wakefulness.
8 Flamerule 1367. After a hearty breakfast, the
farmer lead us out to the site where the dead cow had been found.
The tree was a huge old oak tree in the pasture. We found cow hair
stuck in the bark of a crotch a good 8 feet above the ground. A
careful investigation turned up a set of cow tracks leading to the
tree. The trail ended in slash marks. The grass near here was long
and twisted. There were green acorns all around the tree, even though
no other oaks had yet dropped their seeds. Jed and Ted tried shaking
the tree, but could barely budge the huge old oak. They certainly
could not knock acorns out of the tree.
I climbed into the oak, looking for clues. The leaves all over
the tree were shredded in an unusual way. They didn't look cut,
just shredded. I also found a bit of dry twigs and grass in a branch.
Looking below I saw the remnants of a bird nest that had fallen
out of the tree. There was one broken egg shell with no yolk.
Despite spending a considerable time investigating the details
of this odd affair and questioning the farmer, the whole thing remained
very mysterious. I began to wonder if this mild farmer might be
capable of staging an elaborate hoax. The question, of course has
to be, does he have a reason to do such a thing? There was nothing
more that we could do here so we asked the farmer to point us in
the direction of Eagle's Eyrie.
It was a short hike up to the old dwarven stronghold. A broken
tower guarded the top of the trail. Two huge ogres guarded the tower.
I thought that Jed and Ted were big and ugly. These two full-blooded
beast-men defined big and ugly. Snipe tried to find out what the
two ogres were thinking and told me that they were worried about
us stealing their sheep. Jed and Ted were spoiling for a fight,
but they and the ogres were both restraining themselves. I wanted
to confuse the ogres a bit and see if we gould get them on our side
just a little. I asked them if they had had sheep stolen. They reacted
with fear and anger and something else. I explained that we were
trying to find sheep stealers. The eased back a little, but I think
they were still off balance. I'm not sure if my comments did any
good. At least they didn't attack.
They did not want us to go near their tower, but didn't care if
we explored the cave in the cliffside. We edged away from the ogres
after that, keeping our eyes on them. I was not really happy going
in here with powerful, potential enemies at our backs, but we had
few other real choices. Quickly, though, I had to turn my attention
to the task at hand. Concentrating on the cave, I immediately discovered
something unusual. I noticed a series of small holes in the cave
wall. I pointed them out and the drow discovered another set. She
asked for lights out, and we doused the lantern that had just been
lit. We stood in the darkness of the cave for several breaths until
Egwene showed me a thermal rune, caused by thinning of the stone
and a secret passage behind. She opened the doors marked by the
rune and we prepared to enter the ancient dwarven fortress.
Eagle's Eyrie was laid out around a large central room. In this
room we found signs of a massive conflagration. The walls and ceiling
were scorched, cracked and chipped. Four dwarven warrior statues
in the central room were melted and charred as well. The plaques
that identified these warriors were missing. On the ceiling four
blue lights continued to shine. One was significantly dimmer than
the others, as if it were quite old and wearing out.
As I was checking out the passage for secret doors, Ted wandered
into one of the rooms off the central chamber. We heard him call
for his brother and all the warriors rushed into the room behind
him to battle four fire beetles. The dark elf explained that the
glowing red glands on the back of each beetle were commonly used
in the underdark as light sources. As the others were carefully
removing the glands, we caught Dorn having a quick meal of bug flesh.
He looked pretty spooky feasting on the bug until he noticed that
we were all watching him. Then he looked a bit sheepish and tried
to pass it off as nothing. Weird. Most of the time he appears real
normal. Then we catch him doing something like this.
I went back to examining the walls and floor for secret doors.
Ted lifted the statues off their pedestals for me to check beneath.
I found nothing and we went next to the room to the south. As soon
as Ted stepped into the room, a magical hammer rose from a huge
anvil in the center of the room and attacked. He backed out of the
room and re-entered with his brother. They destroyed the flying
hammer and we explored this new room. In an alcove to one side we
found another statue. This one was very grand and remained undamaged.
It had a plaque with one word in Dethek on the pedestal. I copied
the runes and examined the statue. It looked as though it could
well be a dwarven God.
In addition to the statue, the anvil, and an old, disused forge,
I found a secret chamber in this room. Behind a cleverly concealed
door we found a stack of scrap iron and steel. There looked to be
close to 500 pounds of the metal.
In the next room we found the remains of two dwarven warriors,
a old water wheel, a broken stone desk and more runes. I copied
these down while the others examined the dwarves. The dwarves still
had on the remnants of chain mail. A mace and a short sword lay
close at hand. Dorn cast a spell to detect magical emanations, and
discovered that the short sword had a faint to moderately strong
aura. When Ted and Jed touched the sword they each got a slight
wound from a shock given off by the weapon. Snipe was also injured
by touching it. Troy was not, nor was Rhianon. Later, when I touched
it, I got a fairly serious injury. The crypt ranger examined the
sword for quite a while and it looked as though she recognized something,
but she refused to say anything. The blade was black with silver
flecks and had markings that indicated that it was made by the Brightblade
clan. After a bit of experimenting, it looked like only humans were
able to touch the sword without being injured.
We found two other rooms in this small complex. Both were guard
rooms overlooking the entrance, trail and nearby travel routes.
I spent the rest of the day searching for secret doors. Despite
a very careful search, none were found. Ted and Jed got restless
before long, and left to talk to the beast men in the tower. The
Ogres were gone, so we examined the tower as well. We found nothing
of interest there, however.
9 Flamerule 1367. After spending the night at
Eagle's Eyrie we prepared to return to the Teshford Arms. Before
we departed, however, Rhianon told us a story. It was something
that she recalled hearing and the memory was triggered by seeing
the Brightblade name on the sword.
"At least 100 years ago, the Brightblade goldsmiths lived in delvings
in Daggerdale, in peace with the ruler of House Morn, the Mage-lord.
The Mage-lord's wife Belesaria, was a proud and arrogant woman,
who believed that the people of the dale were her servants, not
she their protector."
"One cold day in autumn she went to the Bladebright dwarves to
buy fine jewels. The Bladebright dwarves had just finished crafting
a masterpiece for their king under the mountain, and as soon as
Belesaria saw it she demanded to buy it. The dwarves refused, Belesaria
offered more for it, and still they refused. Vowing vengeance for
this slight, she stormed off."
"When Belesaria returned, she told her husband that the dwarves
would not sell her their fine work, only their trinkets, and that
they said she was not fit to wear anything more than that. The Mage-lord
was angered at his wife's words and swore to teach the dwarves a
lesson."
"Returning to the Bladebright delvings, the Mage-lord threatened
the dwarves with a sorcerous curse if they would not pay him a great
tribute of gold and worked steel as an apology for their insults.
The dwarves refused, but, knowing the power of the mage's wrath,
the clan and all their kin gathered what they had and left to dwell
with cousins under the mountains to the north. Their champions remained
behind to fight the Mage-lord and were destroyed, never to be avenged.
To this day, the Bladebright dwarves will render no aid to the descendants
of House Morn, including their only male heir, Randal Morn."
This helped explain a bit about what we found at Eagle's Eyrie,
but it didn't really get us too much closer to solving the problem
of the sleeping sickness. So, we returned to the Teshford Arms for
lunch and more information in town. I hoped to go off and meet with
Louden the cooper at the Red Rock Tavern by myself. Unfortunately,
everyone wanted to tag along. I thought that they would at least
behave themselves so that I could do my job, but I was quite disappointed.
The crowd at the Red Rock was mostly locals and farmers, rather
than the mercenaries at the Teshford Arms. Even so, I didn't recognize
anyone. None of the farmers that we had met earlier were there.
The patrons were kind of suspicious looking, until I realized that
there were a lot of Morn sympathizers in the group.
I asked someone to point out the cooper for me and observed the
man identified for some time before quietly sitting down next to
him at the bar. I introduced myself as a friend of a friend, and
then gave him a sign that Randall Morn had told us would be recognized
by Louden, telling him that 'five gallon barrels work best.' I give
the cooper a lot of credit. He neither abandoned caution and greeted
me like a long-lost friend, nor did he dismiss me out of hand.
We talked for a while about things we both mostly knew before getting
into more interesting topics. From him I learned that:
- the sleeping sickness trouble started after the priestess of
Cyric went into the crypts below the temple,
- there was a stranger in town spending old dwarven coins,
- Eagles Eyrie was seen as a small holding, with most of the dwarves
living outside the caverns,
- The dwarves forged weapons, cut gemstones and mined, but no
one knows where the mine was.
- Fulgar's Caravan Supplies would be the best place to check on
the value of scrap iron and steel.
- There were about 100 Zhents, 200 mercs., and 150 Daggerdale
auxiliary troops in the region,
- The temple of Lathander burned after a Zhentarim-backed Morn
took over the town.
- The runes under the dwarf statue read "Moradin"
- the other runes were words of a curse from Caldaron, the Mage-lord
to the 'children of the earth'
- Aragen, the priestess of Cyric is a mean, heartless witch, and
that we should watch our backs,
- Caldaron developed lots of plant spells and he may have created
the little green mushroom guys,
- we should avoid the Trifold Daggers, or Tridags. The Purple
Dragons sent this group in, but they have gone bandit, after being
infiltrated by Zhents in Tilverton.
- Daggerdale used to be called Merrydale, before a terrible infestation
of vampires in 796 D.R. The original vampires produced more vampires
until adventurers killed many of them, but not all. A vampire
named Jander Sunstar, a gold elf survived. Some of the vampires
preyed on Mistledale. The residents of Merrydale became very suspicious
and distrustful. Then the Zhents invaded the area that was Teshendale.
Now it is an area for mining and lumbering. The Zhents hired bands
of orcs and other goblinoids out of the hills to fight the Merrydale
folk. A Morn, backed by the Zhents, with training as a mage took
over the dale. He was the half cousin of Randal Morn. Randal deposed
this Zhent but still, a third of the dale is satisfied with the
Zhentarim as rulers. The other two thirds of the dale is behind
Randal Morn.
Throughout our conversation, Louden seemed to warm up little by
little as I slowly gave him reasons to believe that we were legitimate.
By the end of the conversation, I believe I had him convinced. Jed
Hurleyburley made things very difficult, though. He kept coming
over to me, trying to get me to leave. He was restless and bored
and wanted to kill mushroom men. At one point the big idiot tried
to grab me and drag me out. I'm not sure what Louden thought of
all this, but I was not very happy. I don't want to have to ditch
my comrades each time I start to gather information, but this got
out of hand.
Finally, when I was through with Louden, we went off to meet with
Tren. Marak was there, but he quickly got out of the way and left
the area as soon as he could. Tren was working on papers again when
we were shown in. He said that he had heard about the business at
the temple ruins. All he told us was to keep fights personal, and
to not let them get out of hand.
He raised an eyebrow when we asked for two kegs of special fire
oil. We explained a little of what we had run into below and told
him that the oil was to be used for burning the thorns. Ted Hurleyburley
also asked for a big sword. I thought that he was pushing his luck,
but the Constable said nothing. He just wrote up an order and handed
it to us, directing us to the equipment shop.
When we got there we received two small kegs of flash oil. The
quartermaster was very careful with the green, slimy stuff as he
placed the two wax-sealed kegs on a small wheel barrow. He explained
that this is the stuff used by the Thayvians to fuel their legendary
great bombards. He then had several guards dip two ropes in red
paint. These were used to clear a lane through the busy streets
to the temple. Anyone who didn't move fast enough got touched by
the wet red paint. They were singled out by several gnolls with
whips for punishment. They helped us get the barrels and the wheel
barrow down the steps, into the former temple's wine cellar.
We took one barrel about half way to the thorn wall and retreated
to the catacombs. Troy, and the two beast men took the other to
within 15 feet of the wall and lit it. The blast was incredible.
I was able to duck behind a bit of rock as the flames shot past
us, filling the passage, and even shooting out the rat holes in
the wine cellar room. Several of the others were not so lucky, and
got burned a bit from the powerful explosion. We were just about
to check on the results of our work when the second barrel, obviously
lit by the first blast, exploded. I hit the ground and rolled behind
some cover, but not before the searing heat and concussion knocked
me silly and toasted my skin.
When the rumbling stopped, I rolled over to see that not everyone
had fared as well as I had. Ted, Dorn, Rhianon, Snipe and Troy had
all been knocked unconscious by the blast. Their clothing and armor
was still on fire in places, and they were bleeding profusely from
their ears and noses. Those of us still on our feet ripped the burning
things off them and did our best to see to their wounds. The shrine
to Lathander was nearby, so we dragged the wounded there before
we all collapsed in an unnaturally deep and restful slumber.
10 Flamerule, 1367. We have no idea how long we slept, but when
we awoke, all of us appeared to have been touched by the healing
of Lathander. Egwene cast another healing spell where it would do
the most good, and we decided that we were well enough to check
on the results of the explosions.
The destruction was pretty impressive. The mushroom forest was
gone, nothing but ash remained. The thornwall was in the same shape.
Behind the thornwall, the tunnel narrowed a bit and we found a 5'
wide side passage leading off to the left of the main passage. Further
ahead was the ruins of a door frame, with the door completely blasted
away. Behind that was a very small room where we stood facing the
wrong side of several arrow slits. Fortunately, the blast had blown
completely through this room, knocking out the door on the other
side of the room and incinerating the many bow-wielding skeletons
on the other side of the arrow slits. This would have been a pretty
nasty trap.
Across the skeleton room was an archway and more hallways and doors.
Jed and Ted went off and started breaking open doors. The rest of
the group stuck together and looked in the next room we came to.
We discovered a large iron cauldron filled with an evil, steamy
brew in a room crowded with boxes and crates of herbs and miscellany.
Suddenly we heard a scuttling sound and a box fell to the floor,
spilling black seeds out all over the floor. A bat-winged creature
with nasty looking teeth and a snaky tail burst out from behind
a box, fleeing for the door. As Troy split the thing nearly in two
with one blow from his hand axe, we heard an earsplitting scream
from further into the complex.
We rushed out to the hall, around a corner, and down toward the
source of the scream. As we approached the open archway, I ducked
behind the corner of a doorway and drew my bow, hoping for a shot
at the bad guy.
Two of the little green dwarves guarded an infuriated, fat human
in mage's robes. Before I could get a clear shot, Troy was down
from a poisoned spear, and Rhianon and Jed had dropped the fat man.
I immediately dropped my bow and rushed in beside the fallen mage
with my dagger to his throat. The two green dwarves were killed
quickly, but not before a silver, iridescent net came floating at
us. I yelled a warning, alerting the others to the net, and drew
Merrik's End across the Mage-lord's throat. Instantly the net dropped
to the floor, lifeless.
For some reason, Aniken blew up at me for finishing off the mage.
He screamed something about trying to pick his brain, but I did
not understand half of what he was trying to say. He vented his
anger for a bit, glared at me in disgust, and turned to examine
the net. He cooled down quickly as he looked over the net. It was
fine and delicate, obviously with magical significance. The snipe
stuffed it into his pack and said nothing more about the incident.
The only other significant thing in the room was a large stone
crypt. It had a sculptured relief carving that resembled the fat
guy. The inscription read "Caldaron, the Mage-lord."
Apparently we killed the patriarch of the Morn family.
We collected a staff, dagger, ring, robes, and several pouches
of spell components from the dead mage and assembled them neatly
in a corner of the room. I searched the crypt, finding several more
pouches of spell components, and a small spell book marked "Caldaron".
I didn't think that now was the time or place to mess with the book,
so I just set it in the corner along with every thing else.
While we were doing this, Ted wandered off and soon we heard pounding
coming from another room. I asked Jed to see if he could get his
brother to rejoin the group, but he did not return. Instead we just
heard more bashing sounds. It clearly was not the sound of combat,
so I asked if the others would come with me to help get the group
back together. No one seemed to want to come along, so I went alone.
I found the two half ogres in a small secret chamber breaking open
small chests with huge swings of their giant weapons. I tried to
get them to stop, tried to explain that there might be something
fragile inside, but nothing seemed to get through to them. After
four of the six chests had been broken open, Jed stopped because
there might be a trap on one of the two remaining chests.
I was angry because Ted especially kept continually acting like
a spoiled toddler. If he was not at the center of the action at
all times, he had to act out and be disruptive so that he would
become the center of attention. I told him that it had been his
choice to join this group, and that if he just wanted to go off
and do his own thing he should find another way to do it. He got
all pissed off and started yelling at me, so I just left. I have
just about had it with his attitude. Both he and his brother think
that all we should do is run from battle to battle with no thought
of figuring out what in the abyss is going on. They give me no time
for gathering information, and I practically have to beg for the
chance to look for secret passages. I am not sure what to do next.
I did know that a shouting match with a half-brained ogre was not
a good situation, though, so I went back to the rest of the group.
In another room we found a sleeping pallet and a large stockpile
of food, weapons and other supplies. Egwene came in with 2' tall
wooden statue of a dwarf tied to a torture wheel. The bat creature's
room held box after box of herbs, seeds, and other strange materials,
a barred door and a secret door. Behind the barred door were eight
prisoners. The stood blinking in the dim light of the dungeon when
we let them out. The prisoners included:
- Hiram, a shepherd
- Boront, a dwarven tinsmith
- Franter, a Zhent guard
- Marabelle, a housewife
- Torginn, a small child
- Omella, a spinster
- Larun of Sylvanus, a priestess
- Norban, an unlucky merchant who had been robbed, and knocked
out by bandits before being taken.
All of these people had been out for up to two rides, but seemed
to be quite healthy considering everything. Egwene, had covered
her head when the prisoners were discovered, and quickly took charge
of seeing to their health and comfort. While she was busy with them,
we examined the secret door. Cleverly concealed behind a hinged
herb cabinet we found a small study chamber furnished with a table,
chair, and Continual Light. There were a stack of books on
the table, but before anyone touched them, I checked around for
traps. The books were unceremoniously dumped into a big sack and
carted off, along with the loose papers on the table. It was several
days before I was able to record a bit of information about them:
- Mastering the Unseen ( a general primer on magic, something
similar to what nearly every apprentice studies at one time or
another)
- The Iron Glove ( a political work on the nature of power, maximum
taxation and general principles of oppression. Nasty stuff. The
Zhents are bad, but this text may have a few tricks even too mean
for them.)
- Perfection in the Craft of Lasting Magic. (techniques of magical
construction)
- Herbarium Maleficium (Magical and poisonous plants, herbalism,
instructions for creating a ring of thorns that can cause
spell effects such as entangle, pass plant, and wall of thorns.
Is this Caldaron's ring? The last 100 pages give detailed notes
on the creation of a nightshade. Instructions call for
a huge cauldron, many herbs, and the blood of innocents among
other preparations. This is probably what Caldaron was brewing
in the next room.)
- On the Aspects of Dreams, or The Dreamers Travels in Planes
Lesser and Greater (sleep magic, astral travel, positive and negative
life forces, also describes the construction of a net of dreams
that can steal the life energy of one sleeping target once per
night. The entrapped life force can be removed to a cage to allow
the net to be used again. Side notes on the cage refer to magic
jar research.)
The loose papers covered various subjects, including the text to
a work in preparation entitled the Great Book of Magelore by Caldaron
himself. Most of the other papers were letters and miscellaneous
correspondence to colleagues and servants. One note was particularly
interesting. It referred to how Caldaron was recently revived by
Aragen. It noted that he took a few days to realize that it was
not Belesaria that had awakened him, and that he speculated that
she still lay dead in her own crypt. I wonder if his confusion upon
resurrection was encouraged by the priestess of Cyric, and if the
realization was the cause of her flight from the crypts?
12 Flamerule, 1367. When we emerged from the catacombs
we were greeted by over a score of pikemen and crossbowmen. The
freed prisoners were quickly led off and we were told that Tren
wanted to see us immediately. We did learn, along the way that we
had lost a few days sleeping off our wounds in Lathander's chapel.
We also saw that the alchemist's shop had blown up while we were
below. Perhaps because of our actions. The buildings on either side
of the alchemist were destroyed also, and windows all over were
boarded up. Three people, one of which was the alchemist, were hanging
from a recently constructed gallows nearby.
Tren was not a happy man when we arrived. He was standing in his
office while another sat in his chair and severely reprimanded him
for incompetence in dealing with the situation in Daggerdale. His
list of offenses was long, but most damming were a lack of control
over the priests, not getting shipments of powerful magical materials
to the keep, not yet capturing Morn, and insufficient patrols to
guard the caravans. The newcomer stood, pulled Tren's hand forward,
and poured in a fistful of sand, saying "I hope you like this, because
that is where you are going."
Tren seemed barely able to control his temper. The five wizards
by the new fellow's side, and several tough looking veteran guards
seemed to do wonders for his control, however, and he said nothing.
Marak introduced us as the adventuring party dispatched to clean
up the catacombs, but did not seem too sure about who he was reporting
our arrival to. He didn't have to worry for long, as he was immediately
dismissed. Tren left under escort and the new constable, Constable
Golthammer began to berate us for the surface destruction. The half-brain
ogre started to argue with him, but didn't get to far. I was certain
that he was going to land us all in the lock-up, but Golthammer
merely asked us if we were finished with the job. As soon as we
said no, he dismissed us with a command to finish it up quickly.
At the Teshford Arms we found a note under the door that simply
said "See me, same place as before" it was signed with a small dwarven
rune. As we were all planning to go get something to eat, I found
it a convenient time to slip away for a meeting with the cooper.
I would have liked to stayed together as a group, but my experience
the last time I tried to do this with them along suggested that
I was safer alone.
I was pleased to see that I could slip up next to the cooper and
sit beside him for several breaths without him noticing me. When
I spoke, he jumped a bit, but quickly recognized me. That little
trick will probably get me in trouble some day, but it was just
too satisfying to pass up sometimes. Louden took me to a back room
and we waited in silence for a bit. A pattern knock on the door
gave Louden a look of concern and he reached for his dagger. I was
drawing my own dagger, one covered with the plant poison, when another
knock, this one with a slightly different pattern followed. Louden
sheathed his weapon and opened the door to reveal a very sheepish
young man and a robed woman. The woman stayed. The man left after
a few whispered words with Louden.
She was Elem Catha, Cormerian spy, and she was asking for our help.
She said that Louden told her that she could trust us. They (the
Cormerite agents) pushed the powerful magical oil on us the other
day, thinking that we were Zhentish mercenaries. She apologized
for the mistake, and actually seemed to mean it. She described the
original rationale behind the Tri-fold alliance or Tri-fold daggers
and how they had been infiltrated and turned rogue. I probed for
details about how the infiltration had happened, because I was concerned
about the danger to my people in Tilverton, site of the supposed
infiltration. She could give me no details though, and I let the
subject drop.
She also explained that they had just seen three agents executed.
The gallows were built for spies, not just an incompetent (or unlucky)
alchemist. The alchemist and the other two victims had been discovered
recently, but it was not clear to me whether the discovery was as
a result of Golthammer's arrival, or whether they prompted it.
The bottom line was that the Cormerians had been decisively shut
down and wanted out. Elem had sent an agent to the Purple Dragon,
requesting assistance in getting out. She had just received word,
however, that the agent had been captured by bandits in the mountains
to the southeast of the city. There was a small old tower on the
small stream called the dagger river that she believed was taken
over by the bandits. She was asking for our help to get the agent
out. If we could not do that, she wanted the message back as it
named other agents in Daggerfalls. Failing to get the message back,
she at least wanted us to destroy the missive. She wanted the message
returned to her or Louden. Then she reconsidered and said that she
wanted it delivered to her alone.
I wanted to know why we should not destroy the message immediately,
but after a long moment of thought, Elem Catha told me that while
she had her reasons, she could not tell me what they were. Instead,
she simply reassured me that the risks associated with returning
the message were necessary. Isn't that the way it always goes? We
could be trusted to risk our necks to pull her fat out of the fire,
but we couldn't be trusted enough to be told the truth about why
we were doing it.
She told me to expect about a score of bandits. When I questioned
her about the likelihood of magic use by the bandits, she said that
was unlikely. This information was vague but reassuring. I began
to wonder if that was intentionally so. After answering all of the
questions I could think to ask, Elem Catha was escorted out by the
young man that brought her in. Louden looked intently at me and
mouthed something. I couldn't figure out what he was trying to communicate,
as he was making no sound. He had to repeat the performance two
more times before I was able to figure out that he was telling me
to bring the Cormerian message to him rather than to Elem Catha.
With that little twist, we parted and I returned to my companions.
They were all curious about what I found out, so we retreated to
our rooms for a debriefing. I got nervous, though, when I and the
others realized just how easy it would be for our enemies to listen
in on our discussions. Therefore, instead of talking about my meeting
with the cooper, we talked about the treasure we recovered and when
we were going to finish up under the temple. We had recovered 4000
old silver coins, a bag of agates marked with dwarven runes, and
10 odd silver coins with the name Gondegal marked on them. The name
was clearly that of the "Lost King" of Cormyr, but why his coins
would be here in this crypt, who can say?
Our course of action was to replace supplies using the old silver
coin, and return to the catacombs to complete our mission there.
The shopping went pretty quickly as there wasn't anything too wild
that anyone needed. I was unhappy about having to spend the old
coin when we had no real idea about what the value was. I was also
unsatisfied with the idea that all the treasure was to be used to
resupply those that lost gear below before it was split up. It seemed
fairer to split it up and then let people buy the gear they wanted
with their personal shares. I figure that 500 of those old coins
should be each person's share. We also have to split up the other
items found in our recent adventurers. Dorn is carrying the ring
and dagger from the Mage-lord, Rhianon carries the dwarven short
sword. Snipe has the silver net, and the ogres have the books and
a bag of agates.
We went down to the chapel and I briefed the party on my meeting
with the cooper. There was little discussion about the information,
and we all went to sleep for the night.
13 Flamerule, 1367. Dorn cast a spell to assess
the enchantment of the items we found. He wisely chose to do this
outside of the chapel. Out of all of the treasure, only two new
items held an enchantment. The ring has a moderate strength power,
and the net is strongly magical. According to Caldaron's book, the
ring's powers are activated with command words set by the creator
at the time of the enchanting. Unfortunately, he did not write down
the words for his ring (if in fact his ring is a ring of thorns.)
The first thing we checked out today was the narrow side passage
just beyond the site of the thornwall. We followed the passage,
single file, until it opened into a larger chamber. The floor dropped
away into the darkness in the center of the room, and a putrid odor
rose from the black depths of the pit. The smell was of rotting
decay, too long without good air. The combination of rot and the
holy symbol of Moander that was found in one of the small chests
gave me a sudden case of severe terror. Snipe wandered over to the
edge of the pit and spit into the hole. Everyone was silent for
a long time, listening intently. Suddenly, the cave began to shake
and rumble. Ted, who had been leaning over the edge of the pit fell
to the floor, but was able to catch himself before he fell into
the hole. When the rumbling stopped, we heard an ominous slurping,
slorching, plopping sound getting louder and louder. We ran. We
did not look back.
We got back to the main passage and headed off for the Mage-lord's
crypt. The long, dark passage that we had left unexplored lead through
some curves and then down many sets of stairs. We descended a long
way before reaching a leveling out through an area with a rumbling
overhead, damp walls, and a slightly muddy floor. Almost immediately,
the passage began to rise again, and continued to rise until it
ended at a trap door. I crept up to the door and listened carefully.
Above me I could hear Golthammer's voice yelling at Tren yet again.
"It is not just for your inability to control this dale, but for
your mishandling of this whole Morn situation" he went on. The Constable
continued to berate Tren for several minutes, concluding with "Did
you even bother to tell them not to kill the Mage-lord? He was a
Morn for Cyric's sake. We could have backed him against Randal Morn!"
The comment was punctuated by a sound that may have been a fist
striking a face, and followed by the thump of a body on the floor
above my head.
Tren was getting more than just a tongue lashing. Finally Golthammer
sent Tren away and called in Marak. He said some things to Marak
that I cold not make out then called Tren back in for a continuation
of the abuse. As interesting as this was, I wasn't getting much
out of it. Instead, I did a careful examination of the trap door
and steps. It was evident that the door had not been used in decades.
It seemed that the Zhents knew nothing about this little secret.
Hopefully we could keep it that way.
We made our way back through the passage, stopping along the way
to discuss our discovery. The passage must go under the underground
river that we had heard rumors of. The only fortification in Daggerfalls,
before the Zhents' new wall, had been the Mage-lord's tower. That
tower was now the Constable's Tower. Given the length of this passage,
and the fact that other tunnels could lead away from the tower in
any direction, Belesaria's Crypt could be almost anywhere in the
region. I am still not convinced that we found all the secret passages
out of Caldaron's crypt. How was he getting out of here to buy all
those supplies? How was he getting them all down here? And why was
he doing it? What were all those supplies for? Why was he creating
the Nightshade? Why did Aragen wake him up? Is she going to try
to get to Belesaria?
Even with all these questions unanswered, we decided that we were
pretty much done down here. Troy said that he could scavenge some
stone from another wall and do a bit of stonework to wall up the
hallway leading to the tower passage. It took him a day to do it
and make the borrow site look right. He then took a torch and added
soot and ash to the wall to make it look like it too had been burned
in the blast.
15 Flamerule 1367. When we exited the catacombs
there were only six guards left on duty. Aniken, Egwene, Troy and
the Hurleyburley brothers went back to the inn while I and the others
went to collect payment from the Constable. Golthammer had a guard
confirm the number of adventurers that came up before paying us
the 20 gold lions we each had earned. We spent the remainder of
the day examining the books that the Mage-lord had hidden away in
his secret study.
16 Flamerule 1367. After picking up the supplies
we needed, we left town, following the Tesh downstream. We easily
found the small stream Louden had called the Dagger River. By evening
we still had not reached the foothills, but were able to find a
good place for camp. This is a loud and unruly group, and I am uncomfortable
in their presence in the wilds. It didn't seem so bad in town, or
when we were on the trail, but here in the forest, on a mission
to sneak up on a bandit stronghold, it is getting to me. I am trying
to stay calm, though. There is a real danger that if I try too hard
to get this group to follow some safety precautions, they may simply
dismiss my concerns as paranoia. They seem quick to make these sorts
of judgements, quick to rely on their ability to fight their way
out of trouble. It makes me edgy though. At least in part because
I have noticed myself succumbing to the temptation of relying on
their brawn rather than my own cunning and care. I must be careful
about this. The problem is, how do I participate as a member of
the group but not fall into group mentality? How do I change their
behaviors without pushing them too far? How do I keep myself safe
when they all choose to bull ahead without thinking?
17 Flamerule 1367. We reached the foothills of
the small mountain range that hides the bandit stronghold. The Dagger
River has gotten lively here in the hills, tumbling over rocks and
into small pools. The surroundings here are quite pleasant.
I suggested, that as we were getting closer to the bandit stronghold,
and because we didn't know where it was, perhaps we should have
a cold camp tonight, forgoing the fire. The suggestion was followed,
and I began to hope that I could get along with this group. As it
turned out, the precaution probably was meaningless.
Dorn and I had the second watch this evening. Well into the watch
we were disturbed by a group of ancient skeletons that attacked
us. I was able to shout a warning in enough time before the attack
so that the warriors were able to throw on their armor. I hid in
a dark patch of shadows as the undead warriors marched into camp
and attacked. One skeleton presented an inviting target when it
turned its back on me. I leapt out of the shadows and wounded it
with the Zhent short sword I carry. The wound I caused did little
to damage my bony opponent, and it turned and struck me with the
old, rusty blade in its hand.
I immediately fell to the ground, blood pouring out of me. As soon
as I fell, the skeleton turned away to attack another, and I was
able to stanch my wound so that I didn't immediately die. As I lay
there bleeding, though, the grass suddenly sprang up and wrapped
around me. I could not see much, but it appeared that the spell
had been cast by the drow, and that it had entangled all the skeletons
and most of our party. It gave me little choice but to lay there
in the grip of the suddenly aggressive grass and hope that my warning
had given the others enough time to fully prepare for the battle.
The sounds of weapons faded, and suddenly Egwene appeared next
to me. The grasses gripped her legs, but she had her upper body
free. I knew it was bound to happen eventually, but still I was
not prepared for this. She began to call forth the power of her
god to cast a healing spell on me and there was little I could do
about it. I tried to get her to stop, but she paid me no attention
as the healing magic flowed into me. The wound closed and the pain
subsided. She finally spoke as she became aware that during her
casting, the grasses had entangled her arms and torso and she could
not move.
She started preaching to me about the goodness of her goddess.
I listened politely for a bit, but finally had enough. I told her
that this was very hard for me to deal with. I have been trying
hard to put aside my feelings about dark elves, and I believe that
I have done quite well. Having the power of her goddess heal me
was beyond what I was ready to handle though. Now with her crouched
over me, preaching her religion, it was way too much. I asked her
to stop, but she seemed to think that since I was a captive audience,
she could go on all she liked. Finally I told her that crowing over
her virtue and good acts quickly pushes them out of the realm of
good deeds and into the category of self-serving behavior. She didn't
seem to get it, but fortunately, about this time, the grasses relaxed
their hold and we were able to escape.
Rhianon examined the broken skeleton warriors and their moldering
equipment. She proclaimed that they were from what was once Teshendale,
long before it had been called Merrydale. She went on to show us
the route the undead had taken to our camp. It did not correspond
with our planned approach to the tower. She said that these hills
were filled with undead from hundreds of old borrows. As she said
it, it was clear that she would love to search them all out and
destroy their inhabitants. We had other plans, though, and she did
not argue with them.
18 Flamerule 1367. A few miles from our camp we
spotted the tower from our place in a dry, heavily eroded gulch.
The erosion had turned up a huge stone slab covered with runes.
From under the stone, a thirst of stirges rose as we neared. The
bat-winged creatures rose from their hole under the stone and dove
towards us. As they did, I got off a spell just above our heads.
Six of the nine monsters were within the area of the spell's effect
and dropped to the ground, asleep. The others were quickly killed
and the beast men set about smashing the sleeping stirges before
they could awake.
Egwene came over and enthusiastically extended her hand to congratulate
me on the successful spell. I shook her hand, but her attitude suddenly
changed. She had not wanted to congratulate me, she had wanted to
tease me. She gloated over the fact that she had tricked me into
shaking the hand of a drow! I tried to explain to her my feelings
and discomfort so that we could work through it, but she was so
caught up in her little game that she was totally disinterested.
I was disgusted and turned to transcribe the runes on the stone
for translation at a later date. Meanwhile, Aniken found an old
skeletal hand wrapped around a dagger in the stirge lair. The hand,
clad in a fingerless, spiked glove fell apart when the dagger was
removed. The dagger's hilt was wrapped in red leather, had strange
flowing points on the pommel and hand guard, and glowed with a magical
aura. It was like nothing Rhianon, or any of the rest of us had
ever seen before. Snipe packed away the dagger and the spikes from
the decayed glove and we all turned our attention toward the tower,
just now becoming visible at the top of this dry gulch.
The rest of the party agreed to hide out in the gulch while I did
a careful circle of the tower and its environs. The inhabitants
of the tower had cleared a small area around the tower, keeping
it free from trees and shrubs. There was a considerable volume of
litter and debris, however. Most of which appeared to be from broken
wagons and the like. If there was any doubt that these people were
caravan raiders, seeing this carnage caused a lot of the doubt to
dissipate.
Most of the trash was located near the trail leading to the front
gate of the tower. I crept through the bushes near the trail, and
approached the arched doorway. I could not get very close while
remaining within the concealing cover of the vegetation, so I was
unable to read the rune in the keystone of the arch. The setting
sun also made it difficult to make out details. I continued around
the tower until I reached a place where I could get a better look
at the building. The stone was heavy and dark, placed carefully
and tightly. The tower was five-sided and about 50 feet high. Arrow
slits broke the plain, unadorned walls only on the top third of
the tower. Battlements ringed the top, and I could see no guards
or structures. Defenses from aerial attacks were also conspicuously
absent. The only flair to the structure, with the exception of the
mystery rune, was a set of shadowy buttresses. I got the feeling
that this tower was not built by humans.
Around the back side of the tower I found a crumbling, eroding
cliffside. The Dagger River was slowly eating away the tall bank
here, a process probably accelerated by the clearing of vegetation
up to the cliff bank. It appeared that this tower probably had a
great view of the Teshendale Trail from the top of this hill.
I also discovered a faint trail that led into the woods. Following
it a short distance lead me to a garbage dump that was relatively
fresh. Circling back to the group, I snuck up and gave my report
after startling a few of them.
We waited until dark before beginning our attack. After the sun
set, I snuck back to the piles of broken wagon parts and searched
through them until I found a heavy axle that would serve as a good
battering ram. The arrow slits appeared covered, so I crept up to
the door and checked to see if I could get the door open quietly.
Unfortunately, the door was constructed of heavy, damp wood and
was studded with huge iron plates and rivets.
Dorn cast a spell, calling on the aid of his god and the two half-ogres
rammed the door with the axle. The wood splintered and dented, but
the bar did not break. The second hit, however, carried Jed, Ted,
and several others into the tower through the shattered door.
The bandits were, of course, ready for us. Unfortunately, they
were also tough and well organized. They were waiting with loaded
crossbows in a room where the only cover consisted of some cots,
chairs, and a few tables. The first wave of crossbow bolts staggered
the beastmen and the rest of our front rank even before they could
drop the ram and draw weapons.
What followed was a gruesome and awful battle. Several more bandits,
wielding more crossbows, came down the stairs from the floor above.
I got off a spell causing one bandit to fall into a magical sleep.
The downside to this was that this action drew the attention of
a couple of the crossbowmen on the stairs. At that moment, Jed and
his huge bardiche drew away their attention and they fired at him.
He fell, feathered with many of the wicked bolts. I got off several
arrows, doing some damage to the bowmen on the stairs. Ted and Troy
charged up the steps and finished off the bandits who did not retreat.
On the second floor we found more bandits, including one, sitting
behind a desk and giving orders. He proved to be a tough opponent.
He yelled orders to the floor above before engaging our fighters.
I hastily transferred a bit of green sleep poison from a dagger
to an arrow tip and held a guarding position, covering the stairs.
It seemed to take forever, but finally, the last bandit fell, bleeding
and cursing, to the floor. There had been a total of sixteen bandits
in the tower. The third floor and roof were empty. This was fortunate,
because almost all of our fighters had gone down in the battle.
We were able to stabilize everyone, and while it was very close
for Jed, no one in our party died. The bandits were much less fortunate.
All were killed.
We assembled our wounded on the first floor and cared for them
there. Those of us that were able, dragged the dead out of the tower.
Egwene conducted a ceremony to offer the bodies of the fallen to
her goddess. I was startled to see the offering accepted and the
bodies fade away. Even more surprising, was the bright moonshine
that hit the shattered door and slowly mended the damage.
The bandits had a total of 20ct and 17sf on them. The leader also
had two keys and a strong box. I took the keys and strong box and
put them away for later. After the tower was as clean as we were
going to get it tonight, I examined the place for secret passages.
The third floor had no windows and comprised only about a quarter
of the structure. The second floor was about the same size, but
contained the arrow slits we had seen from the outside. The first
floor made up about half of the building and I found, under a rug,
a trap door that hid a ladder leading down into blackness.
19 Flamerule, 1367. I waited for most of the others
to recover and receive magical healing before attempting to open
the strongbox. It was good that I did. I first checked for traps,
but was unable to find any indication that one existed. I was unconvinced,
so I donned a heavy leather gauntlet before placing one of the keys
into the lock. Nothing unfortunate happened, so I covered the entire
works with a chainmail shirt before turning the key. It was a bit
difficult to turn the key with the shirt coving the box, but as
I did, I heard the "snick" of a trap mechanism. Thinking that it
was a needle trap, and that my precautions were adequate, I went
around to the back of the box and lifted the top. A horrible poison
gas came pouring out from between the links of the mail shirt. I
dropped the lid and tried to dodge out of the rapidly expanding
cloud, but instead caught a lungfull of the gas.
My lungs felt on fire and I could not cough the poison out. I felt
as though my chest was engulfed in flame. I felt strong hands grab
me and force water into my mouth. I was choking and close to drowning
now, but the water seemed to ease the fire just a bit. Then, just
as I was blacking out, I felt the cooling rush of a healing spell.
The relief was instantly washed away in more pain and fire and water
as the choking and coughing continued. Moments later, the fire faded.
The coughing lingered on for some time, but the horrible pain subsided
to a more manageable level. I coughed a sincere thank-you to Dorn
and Jed who had saved my life and collapsed in exhaustion.
I later learned that the strongbox held, in addition to the dragon-headed
bladder-trap, 100gl, 200sf, two necklaces, and a scroll with the
following dates marked on it: Flamerule 3, 9, 12, 17, 18, 23, 24,
27. We suspected that these were dates when caravans were supposed
to be attacked.
20 Flamerule 1367. I felt considerably better
after a long night's sleep. I was still a bit weak, but was ready
to move on and check the trap door. We descended into the darkness,
using Snipe's light stone to illuminate the room. We first found
a small room with a well and a heavy door, barred on our side. Behind
this was a dark, narrow hallway. It was short with big, heavy oak
doors on both sides. Several were empty. A couple held the old bones
of long-forgotten prisoners. One, appearing more recently occupied
held not the Cormerite prisoner, but a newly excavated tunnel. The
stone from the wall sat nearby and the small, dark hole beckoned
us onward. I thought about squirming into the tunnel after the Cormerite
agent, but because I was still less than fully recovered from my
encounter with the poison, I agreed with the beastmen that they
should enlarge the hole and we should all go after our missing quarry.
As they worked away at the tunnel, I and a couple others went to
examine the keystone of the doorway arch. It was not something any
of us recognized, but was quite similar to the runestone where we
were attacked by stirges.
21 Flamerule 1367. This morning, I found Dorn
engaged in a ceremony to his god, Shaundakul on the top of the tower.
I waited, watching respectfully until he finished before asking
him questions about his religion. We talked for a while about his
god and his aims before going down to join the others. During the
conversation I learned a lot about Shandukul, including that He
is a protector of travelers and adventurers, and that occasionally,
His faithful, when lost in the wilderness, will see a godlike hand
pointing the way. Shaundukul also protects tradeways. If this is
true, Dorn likely earned the favor of his god for destroying this
nest of caravan raiders. Now it would be nice to figure out how
to get this tower occupied by the forces of good rather than leaving
it open as a refuge to the wicked. Perhaps when I meet again with
the cooper, he will have some ideas.
It was clear that the tunnel workers were going to be quite a while
at their task, so I got Rhiannon and a couple of the others to help
me follow-up on an idea I had. I thought that perhaps we could locate
the tracks of the messenger if he came out of his hole somewhere
nearby. I figured that the best place to start would be by the runestone.
We spent most of the day examining the area around the tower in
minute detail. We found no tracks, but after looking at everything
so closely for so long, we noticed that the rune in the keystone
on the tower matched the pattern at one corner of the design on
the runestone. Careful examination of the curvy dagger revealed
a pattern on the handguard that may match the runestone. There were
even tiny markings that may have been runes, but they were so small
that we could not make them out.
The drow cast a spell of a variety unknown to me and determined
that the runestone was 2434 years old. We dug out the bottom of
the stone, thinking that there may be more of the pattern that we
could decipher. Unfortunately, the stone was broken off just below
ground level. All we were able to find was a copy of a rune that
looked like the keystone rune and three lines leading away from
the rune.
22 Flamerule 1367. I tried to talk the beastmen
into taking reduce spells to enable them to slip through the slightly
enlarged tunnel, but they would have none of it. Troy kept at the
tunnel work, telling us that it would be another day or so until
he had the tunnel wide enough and stable enough for the ogres to
fit through. In the meanwhile, I occupied myself with examining
Caldaron's spellbook.
I had waited on this task until we were somewhere safe. I took
several precautions now, and eventually opened the book to see just
what the magelord's magic would reveal. He had quite a few spells,
many of which were beyond my limited skills. The collection looked
interesting, but not terribly exotic. Most of the spells were ones
I had either seen or heard tell of. The book included: Affect
Normal Fires, Armor, Change Self, Grease, Magic Missile, Unseen
Servant, Charm Person, Chill Touch, Hold Portal, Taunt, Ray of Enfeeblement,
Scare, Summon Swarm, Bind, Fools Gold, Glitterdust, Blink, Monster
Summoning I, Wraithform, and Phantom Steed.
Interestingly, there were not a lot of the plant-control spells
I had expected, given his research interests. I wonder if he had
some other books hidden away somewhere.
23 Flamerule 1367. Troy was finally satisfied
with his tunnel work and our group slipped through the messenger's
escape hole. We found that the tunnel led to a small stone room
with very little decoration. A large, wooden door, held shut by
a bar was the only obvious way out. It was clear that the door had
not been opened in a very long time though. Snipe found a secret
door, and we surmised that our quarry had gone through there. A
long, narrow passage led from the room to another door. In this
new room we learned the awful fate of the Cormite.
The messenger was a recently created wight. The monster that brought
him into undeath was a huge, powerful looking monster. Even more
terrible was that this wight had, in life, been an orc. When the
door was opened, the old wight sprang to the attack, shouting in
orc "Death to all those that would disturb the Torillian OrcGate!"
The battle was joined quickly. Rhiannon yelled out that the wight
could only be hit by magical or silver weapons, so I indicated to
Ted that he should take my magical dagger. As soon as he did that,
I hit Troy with a spell to protect him from some of the effects
of the evil from this creature. After that, all I could do was await
the outcome of the battle. The way in front of me was completely
blocked, and even if I could get in, there would have been nothing
I could have done. The battle was short and brutal. At one point
Rhiannon hit the old wight with a splash of holy water and the thing
let out a howl as the liquid sizzled and burned. Finally, Ted was
able to land a killing blow with my dagger. The messenger had already
fallen and we found the scroll on his body.
We also found that the splint armor, worn by the orc wight was
magical and would fit Dorn. This armor also bore the now familiar
rune that we have come to associate with this tower. The bladed
knee plates from this armor were appropriated by Snipe. The huge
axe that the orc wight had wielded was also magical, as was the
sword that had been used by the bandit leader. This blade showed
the word "Bloodthirst" along its length when a detect magic
spell was cast on it.
The message carried by the former Cormite agent was tucked into
a scroll tube and sealed with a Cormite seal. I was disappointed
that we would not be able to read the missive without breaking the
seal, and busied myself with trying to figure out how to get at
the information I held in my hands. Eventually, we agreed to leave
the seal intact for now.
A search for secret passages turned up another secret door. I checked
for traps, and finding none, retreated to the narrow passage while
the ogres opened the door. They, and everyone else standing near
got hit by a horribly powerful blast of cold that sucked the heat
from their bodies. They retreated quickly, but Ted tried to charge
back in, seeing that there was treasure atop a huge stone alter.
He collapsed from the cold after just a few steps. His brother pulled
him back, and we quickly got him under several blankets and treated
him as though he had been a freezing victim in the winter. He slowly
came around, but it was necessary to haul him back up into the tower
for a day or two of recovery.
Rhiannon trailed along behind the group, eyeing the doors we had
left untouched. She had told us that she had a very powerful sense
of undead from behind the doors. She didn't want to leave it undisturbed.
She wanted to go after the undead behind the doors. We were able
to convince her that now was not the time, though.
When we returned to the tower, our regular watch spotted a caravan
on the road to the north. There were 4 wagons with guards armored
in black heading toward Dagger Falls. About a score of outriders
were evident around the wagons. We checked the calendar we recovered
from the bandits, and found a check mark beside the 23rd.
24 Flamerule 1367. While we were waiting for Ted
to recover, I sorted through the boxes and crates of foodstuffs
and provisions stacked in the tower. There were enough supplies
here to outfit our group for a couple of months. I also found a
crate we had overlooked in our previous search. When I opened it
I found a wondrous treasure. It was a magekiller! A shiny black
metal sphere covered with cone-shaped depressions. A slip of parchment
attached to the killer had the word "Ythrim" written on it. I had
heard of these things, but had never seen one. I knew that there
were several varieties, some stronger than others, but had no way
to tell how powerful this one was. As with all the crates of rations,
this box was marked by the distinctive "Z" symbol of the Zhentarim.
25 Flamerule 1367. On the 25th, we observed another
caravan on the north trail. This one had five wagons and over a
score of outriders in the black livery of the Zhentarim. Some of
these outriders wore robes and were likely wizards. However, I would
not put it past the Zhents to dress slaves up as wizards as either
distractions or deterrents. Again, when we checked the calendar,
we found a check mark by this date. This confirmed, without a doubt,
that the calendar marked days when the bandits were to stay away
from caravans that the Zhents wanted to allow through.
Ted had finally recovered and Jed was ready for a go at the treasure
in cold storage. We did the best we could to protect him from the
cold. I cast a spell to protect him from evil. He wrapped himself
in warm blankets and strapped his body shield, heated in the fire,
to his back. He carried a sack, held open by stuffing a small shield
in along one side. We also tied a pair of ropes to him just in case
he collapsed from the heat loss and we needed to drag him out. He
bolted into the treasure room and started flinging things into the
sack and out the door. He was in the room for a breath or two before
all the stuff from atop the huge stone had either been heaved out
to us or tossed into the sack. He stumbled back out to the warmer
room where we awaited him with more warmed blankets. He had obviously
suffered a great deal of pain from the cold, but his lips, purple
from the cold, were pulled back into a huge grin of triumph. We
got him back up the tunnels into the warm summer sun and he warmed
rapidly. A few spells from the priests, and he was as good as new.
Jed had recovered a magic shield, a magic pole arm type weapon,
2 metal vials, one crystal vial that had broken in the sack, one
unbroken crystal vial, a broken crystal goblet, a ring, and two
pieces of silver, that when placed together could form the tower's
rune. I wondered briefly if this rune could be from the ancient
kingdom of Netheril. The age of the rune stone would be about right.
Because I knew so little of this ancient culture, I could do no
more than speculate idly.
We went back to the first room we entered in this little complex
to see what was behind the old, barred door. The crypt ranger told
us that she felt a powerful sense of undead lurking behind the door.
Cautiously, we unbarred the door and peeked inside. The door closed
with a sudden slam and the bar was back on in an instant! We had
seen scores of glowing red eyes like those of the orc wight from
the other chamber. There were at least 40 or 50 of the horrible
things waiting with the patience of the undead in this room. An
uncontrollable shiver ran up my back as I thought of spending eternity
as an undead monster, guarding an "orcgate" I knew nothing about.
I was prepared to do what we could to bury this horrid crypt forever.
Unfortunately, several of the others were discussing a more immediate
way to deal with the wights. Jed was shaking the magical stick he
found in the cold room, trying to get it to turn into a bardiche.
He tried several commands, but all were unsuccessful until I told
him the orc word for bardiche. He said this and the stick magically
transformed in to this type of weapon. He was ecstatic, and danced
around the little room waving his new-found treasure.
It was then that we realized that the floor of this room had changed
somewhat. I examined the change. In the center of the room was a
metal plate that had appeared when another flagstone shifted out
of the way. The new, metal flag had the tower's rune embossed on
the surface. The shift had apparently occurred as we opened the
barred door. The new flag was covered by bits of a shredded leather
bag. There was nothing in the bag, and the leather was unmarked.
I tucked the pieces of the bag into my backpack and returned my
attention to the problem of the wights.
Despite my misgivings, the group decided to try to use the magekiller
against the wights. I believed that this would be a waste of a potentially
powerful magic weapon and would gain us nothing. The others wanted
to destroy the wights no matter the cost. I argued that we could
do that by collapsing the tunnel to the crypt forever, but the decision
was made by the majority of the group.
I cast a protective spell on myself and positioned the beastmen
where they could push the door closed if the wights tried to get
out and we opened the door. I tossed the magekiller into the room,
high above the heads of the wights clustered near the door. Jed
and Ted slammed the door shut as soon as I yelled the command word
"Ythrim!" The bar went back on and I got as far from the door as
I could.
In a horrible commentary on the events occurring within the wight's
lair, red spots began to show through the door, and then even the
stone walls of the crypt. It appeared as though the bolts from this
magekiller were powerfully magical and that they nearly burned through
the walls of its confinement. The spots continued to appear for
nearly a glass. The sounds of battle had long since ceased, but
we waited at least as long again before we unbarred the door and
looked in. The devastation was both gratifying and frightening.
A huge cluster of shredded wight bodies lay around the dormant magekiller.
Other wight bodies were scattered all over the room. Amazingly,
one wight still moved! It was slowly dragging its broken body toward
the corner of the room. Rhiannon rushed over to it and crushed its
undead skull in one blow.
I looked at the thing she had just killed and received yet another
emotional jolt. This orc wight was wearing the robes of a mage.
Not a witchdoctor or a shaman, but a true mage. In a satchel carried
by the mage, I discovered what had to be a set of spell books. They
were riddled with holes and virtually useless, but even so, I could
see spell after spell after spell had been recorded in these tomes.
Also in the satchel were other scrolls and parchments with more
writing, similar to that of the rune. In the corner, we found what
had been, to all appearances, a magical staff. This was all too
much. Orcs don't have a written language! Orcs don't have mages!
What in all the layers of the Abyss was going on here? I had thousands
of questions, and no answers.
The group decided, given all the questions, that we should head
for Shadowdale where we might be able to get some answers. I was
glad, for now perhaps I could meet the contact I had there and get
some help with trying to figure all this out.
Midsummer, 1367. We had a modest Midsummer celebration
amongst ourselves a day's travel south of the Serpent's Bridge.
We have been on alert for the past few days, concerned that we might
run across one of the Zhent caravans. So far we have been fortunate,
and our way has been clear. I have been doing advance-scout work,
trying to reduce the chance that we will be surprised by travellers
along the road. The drow has been trying to get me to submit to
a spell that she calls Sacred Guardian. I am unconvinced.
Not because I doubt her description of the spell (though I did talk
to Dorn about it), but because the thought of having a drow cast
spells on me still gives me a great deal of concern. Her preachy
attitude and the entire experience while entangled in her other
spell did nothing to ease my concerns. So far I have refused.
1 Elesaias, 1367. We met up with freedom riders
today and they escorted us to Castle Crag to meet with Randal Morn.
We were all amazed to find that while Castle Crag looks like a ruin
from a distance, after passing through a magical barrier, we saw
the place for what it was.
The ruins were illusionary. Crag had been completely rebuilt since
the Time of Troubles, and looked very tough. As we entered the castle,
several heavy weapons were being installed to further boost defenses.
The freedom Riders got us settled into our quarters and told us
when we were scheduled to meet Morn.
He was just as busy here as he had been when we first encountered
him fleeing the Zhentarim. He was in the process of working on a
complex looking schedule when we were shown in. He was in his early
40's, tough looking, but with kind eyes for a human.
As we entered, he looked up from the scheduling, clearly glad to
see us. He welcomed us to his castle and quickly filled us in on
the state of affairs in Dagger Falls. It was not good. Golthammer
has issued many new edicts since his arrival, including searches
of anyone on the trails, has increased patrols at least by ten times,
increased the raiding of outlying areas by non-humans, and has brought
in several hundred troops, several wizards, and a psychotic Terror
Team from the war in Yulash. This new team is itching for fights.
They live and work alone because they get along with no one. We
also learned that Elem Catha had been executed yesterday. Louden
was executed today.
Based on this information, I decided that we should turn the message
about the Cormite agents over to Morn immediately. We gave him a
full and detailed report of everything we had done and learned since
the moment we met him on the road for the first time. He was impressed
by the forthrightness of the report. I had had some suspicion and
doubt at first, about turning all of our information over to him.
The deaths of Louden and Elem Catha made it all too simple to give
him the message and never return to Dagger Falls ourselves. If I
wouldn't trust Randal Morn, though, what was the point? It was either
trust him completely here and now or find another line of work.
I believe we made the right choice.
He was pleased with what he learned. I tried to observe his reactions
to our report to learn how much of it was new to him and how much
his network had learned on its own. My guess is that it was pretty
mixed. The biggest smile we got out of him was when we told him
of the tunnel from the crypts of Lathander to under Golthammer's
office. He rewarded us each with 70gl for our work and dismissed
us after what seemed to be a very successful meeting.
The strangest part of the meeting had been a rather long interruption
caused when one of his aides came in and reported that a band of
volunteers had arrived and Morn was needed immediately to deal with
the situation. He was not going to do so at first, but the aide
leaned over and whispered in Morn's ear. All I could pick up was
the group's name, "Long Wing of the Dragon."
Morn invited us along as he went to meet the group. It was a force
of 120 heavy cavalry, all human, and appearing to be cut from the
same mold. They had a severe military bearing and were well equipped.
The were all wearing plain white tabbards, but it was obvious that
the purple dragon emblem that had once been affixed to these tabbards
had only recently been removed. A lengthy conversation followed
between the leaders of the Long Wing and Randal Morn. Everyone was
very careful in choosing words to precisely explain themselves.
I whispered to Dorn that I bet they were going to be turned away,
but Morn concluded by directing an aide to get them set up in one
of the barracks and a set of stables. It seems that these troops
were to be an apology for the mistakes of the previous Cormite "help."
Morn told us that the cavalry would be a valuable addition to the
60 heavy horse archers he had been sent from Mistledale and the
80 longbow men that Shadowdale had promised him. He also told us
that two of the names of agents on our list were currently being
held in his dungeon. The missive would spare their lives, and there
was still a chance that another agent could be extracted.
As we toured the castle after our audience with Lord Morn, I observed
the priests of several human faiths working here alongside one another.
I saw priests of Lathander, Torm, Helm, Tyr and Tymora. There was
a diverse group of fighters and others as well, and all seemed well
pleased to be working for Morn.
While Lord Morn had been unable to decipher the orc rune, he did
support our decision to go to Shadowdale. He even went so far as
to give us a letter to deliver to Lord Morngrym of Shadowdale, thanking
him for the troops, and introducing us to the Lord of Shadowdale.
He also agreed to provide us with mounts for the trip (including
two huge heavy warhorses for the Hurleyburley brothers) and a 10
man Freedom Rider escort to the borders of Shadowdale.
8 Eleasias, 1367. The trip to Shadowdale was fast
and easy. We said our farewells to the Freedom riders a day out
of the dale and rode in on our own to find a quiet, peaceful community.
The Old Skull Inn had been recommended, so we made our way there
after delivering Lord Morn's letter to the Tower of Ashaba. We did
not meet with Morngrym, but the innkeeper Jhaele at the Old Skull
made us feel welcome in the community. She even made a point to
welcome the drow as soon as Egwene revealed herself.
Not long after we finished eating, a scribe named Lhaeo arrived
at the inn and launched into a strange conversation with us. He
and Jhaele had filled out a huge pile of papers and forms for us
that are required to speak with Elminster the Sage. How he knew
enough about us to fill out these detailed forms, he did not explain.
From the rumors I had heard about Elminster, though, the sage may
well know more about me than I do. At any rate, we soon began talking
to the scribe about the events in Daggerdale and before we knew
it, Jed had his magical bardiche out and was dancing around with
it once more.
Lhaeo said that he had not seen anything like the bardiche in a
long time, implying that he had seen something like it before. He
didn't explain that, but promised that if we wanted all of our magical
items investigated, he could provide us with a great deal of information.
As we were talking, a woman with silvery-white hair and black leathers
arrived in the room. The attitude in the room changed dramatically,
the respect afforded this lady by the patrons of the inn was impossible
to miss. Nearly everyone greeted her, and as they did, I learned
that this was the Harper Storm. She was quite friendly, but dallied
with no one on her way toward us. She asked if she could join us
and the Beastmen made fools of themselves as they invited her to
sit with us. Storm made a point to welcome us to Shadowdale and
we talked for a while. At one point she told Lhaeo that she wanted
to talk to Elminster. The scribe told her that the sage was not
in.
Before leaving us, Lhaeo collected all of our magical treasures
and told us that it would be a very long time before he was done
investigating them. Storm left a short time later, asking me to
meet her later at her farm. She gave me directions and gracefully
slipped out of the inn.
Lhaeo returned only a few glasses later with all of our stuff.
He seemed a bit agitated as he told us that most of these things
had been made over a thousand years ago by orc wizards! The pole
arm, in addition to being a bardiche, could turn into a great axe.
The spell book was that of an archmage. The dagger was somewhat
more strongly enchanted than Merik's End, the splint mail and the
body shield were enchanted to provide better protection and to be
less encumbering. The longsword was one of wounding, enchanted to
create wounds that were difficult to heal. The short sword was created
to kill mages and enspelled to hit them easily. The dream net, he
told us, was a dangerous item and he volunteered to destroy it for
us. It had been feeding off Aniken's dreams, and we were happy to
see it go. The ruby ring was a ring of battle that glowed when in
the vicinity of creatures hit only by magic weapons. It also enabled
the wearer to hit these creatures with normal weapons. Caldaron's
ring was, as we expected, a ring of thorns. Lhaeo even had the command
words and told us that the ring still had 20 charges. The two metal
vials held potions of extra healing, the glass vial was a healing
potion.
The agates were dwarven tradestones from the Tethyamyr mines. They
were not accepted many places, but Lhaeo would give us 500gl for
the lot. The old silver coins were from the Kingdom of Teshan and
were worth 3sf for every 2 coins. The silver from the reign of Gondegal
were curiosities, and Lhaeo would provide us with 1000gl credit
in supplies for the lot of them.
Of all the books, only one was cursed. The herbal would be destroyed
by Lhaeo and the others were worth 200sf each, so we sold them to
the scribe. The holy symbol of Moander was a fake, and the scribe
did not seem at all concerned about what we found in the pit under
Dagger Falls.
He had no references on the rune, but told us a story of a gate
that opened near Thay in the year -174 DR. Several million orcs
poured through, starting the Orcgate War. This war resulted in the
first dieicide in Faerun when the Orc god Gruumsh killed the God-King
of Unthor. Until now, there had been no sign that any of the higher
culture of these orcs had survived the brutal end of the war when
the orcs were defeated, scattered, or driven underground. Even so,
there are still stone sculptures from the warin Unthor that occasionally
come to life and tear apart buildings before once again going dormant.
We talked on for a bit, but there was no other substantive information.
I had to wonder, though if perhaps the tower was just one part of
a large gate construct. If there were other towers at other vertices
of the polygon on the dagger, and each had its own rune, and that
if the silver shapes we found were needed to somehow activate the
tower to function as part of the gate and if.... It all got to be
too much after a while and I slipped away to find Storm.
I found her weeding her garden in the dark of the night. I joined
her after she showed me how to differentiate between the weed and
the vegetables. She told me that she was my new sponsor, and that
she expects regular visits. I said something stupid to cover my
awkwardness and talked a little more. She assured me that she could
help locate some special equipment I needed and asked me how my
sword work was coming. I was happy that I had been working on it
a bit, but as she drew her weapon and prepared to spar, my mouth
went dry. The first few blows came in slowly, but the lady quickly
pushed my skills to their limits. I found myself leaving her many
openings that she could have used to kill me. Instead she used them
to teach me to improve my defenses. Ted, Jed and Egwene arrived
and joined in the practice session. I was amazed, but the Harper
was able to press us all to our limits and continue teaching at
the same time. After a long time, long past the point at which I
was certain my lungs would explode, Storm began to work up a light
sweat. Still she pressed us. I knew I couldn't continue, but I would
not give up. Then, mercifully, just as the muscles in my legs gave
up completely, she called it quits and sent us to the well to wash
up before going back to the inn.
9 Elesias, 1367. Lhaeo came in while we were eating
breakfast, looking harried and in need of sleep. He gave me a package
from Storm and sat down, plunking another large sack of stuff on
the floor next to him. He pushed his strange little eyepieces up
over his forehead and scavenged some food from our breakfasts. Between
bites the scribe told us that he had urgent news.
Last night several Freedom Riders came into the dale. One of them,
named Ariton, told a terrible tale. Three days ago Randal Morn and
three warriors left for the crypt of the mage Shraevyn, hoping to
recover the Sword of the Dales. This longsword is reputed
to be able to part chains and other bonds when the command word
"Merrydale" is spoken. It is also supposed to have other powers,
including the ability to allow its wielder to breathe underwater.
Ariton was the only survivor of the expedition able to go for help.
According to him, Randal Morn's party faced a horde of undead in
the crypt, including skeletons, gouls, and zombies. They fought
through to win the sword, only to be ambushed by Zhentarim as they
were leaving the crypt. Randal Morn, wielding the Sword of the Dales,
crushed the Zhents, but before he could leave the vicinity of the
tomb, a strange green ray of light shone out of the crypt and struck
Morn. The light seemed to paralyze the man. Ariton escaped to get
assistance, coming here to Shadowdale after alerting the forces
at Castle Crag.
He brought with him another magical sword that Ariton had recovered
from the crypt. It was a dull gray color with a dark brown/red handle.
Lhaeo said it would allow the wielder to cast a shield spell
once per tenday and a faire fire spell once per day. The
man wanted it used to help rescue Randal Morn. Lhaeo asked us if
we would take the sword and try to help the leader of the Freedom
Riders. He said he would also give us a map and directions to the
crypt, some healing potions, and if we accepted, each of us would
get a land grant in Shadowdale.
We readily accepted and the scribe passed over the sword (carried
by Ted, three potions of extra healing, and the map to the
valley called the Giants Craw. He already had new mounts being prepared
for us. We quickly purchased some needed supplies and were on the
trail by mid-afternoon.
I had hoped to have a longer conversation with Storm before departing
the dale, but due to the circumstances, it was not possible. However,
in the package she sent was a note. It told me to develop some contacts
in Daggerdale on my own. She told me to look for the Rangers Three,
Ithan, Belckram and Shantyr who keep to the northern part of the
dale in the southern edges of the Border Forest and into Dagger
Falls. The package also contained a number of special items I had
been wanting to pick up, including some silver tipped and bulb-tipped
arrows, holy water, sleep gas, better lock picks, a silk body suit,
and a high quality set of climbing tools. All likely to be useful
in our exploration of Shraevyn's tomb.
My final preparation was to leave Caldaron's spell book with Jhaele
here at the inn. Since I could use none of the spells yet, I would
rather it stayed here as sort of a back-up if anything happened
to my others. I also left most of the coins I had with her in a
locker she set aside for us.
We also lost a party member in our short stay in Shadowdale. Aniken
found out about a place in the city of Waterdeep called the School
of the Piercing Mind. It is run by a fellow that teaches about the
strange mental abilities Aniken has been struggling with. I get
the feeling that much of the surly nature of our companion is caused
by frustration over his inability to understand and control his
mental powers. He did not say this in the words he chose at his
departure, but it seemed evident from the hope and determination
in finding a teacher that could help him. Because of our haste,
the parting was not long. He would leave for the west in a few days
time. We were on the trail before sunup the next day.
10 Elaisias 1367. Our numbers remained the same,
even with Snipe's departure. On hearing that we were leaving Aniken
behind, Jhaele recommended that we take along someone she knew.
She said that his skills in the arts of stealth may be useful to
us. She had been so kind and helpful to us that we trusted her judgement
in recommending the newcomer. We were all taken aback when we met
him in the darkness before dawn, though. The addition to our group
was a mongrelman. He goes about fully cowled, covering the dark
monstrosity of his form, but, bearing in mind the welcome we received
from Jhaele, we all kept our revulsion to ourselves. We had little
time for long introductions, and within a glass of meeting the mongrelman,
we were leaving Shadowdale. Even on the trail, though, we learned
little of our new companion, as he kept to himself, making strange
sounds and mimicking voices and noises from the forest.
The horses from Shadowdale were swift and we made good time. We
passed the shrine on the Tehtyamar Trail in the early afternoon
and were some miles north of it when we encountered a strange man
on the road. He was an older-looking human with brown hair and a
brown beard that was braided in places. He wore blue robes in the
manner of a wizard, and on the robes were runes. It took an effort
not to react violently. There was nothing simple or basic about
the magic woven into his garment. The runes spoke of very powerful
magics, and they were abundant across the robe. Tattooed upon his
forehead were three concentric circles. I did not recognize the
mark, but suspect, after seeing the robe, that they too were symbols
of power.
He was friendly enough, when we hailed him and asked if he needed
assistance. After just a moment it was clear that he did not. He
told us that he was Mazarahe of Sembia, though Sembia was a long
time ago and now he was more Mazarahe of Faerun. He claims to have
walked from Waterdeep to Kara Tur and from the far south to Daggerdale
looking for a place to call home. Our group tried to convince him
that this dale was not the most friendly place to visit or most
welcoming place to settle at the moment. He didn't recognize the
name Daggerdale, but when I called it Merrydale, he knew it instantly.
I suspect him to be older than he looks.
We all ran into trouble almost immediately. As we were talking,
a patrol of Zhents rode up and hailed us. There were just over a
score of black helmed riders. The leader was an attractive human
female that introduced herself as Roakshane. She recognized us as
the group that worked for the former constable when we introduced
ourselves, and quickly seemed more at ease. She pointed to the wizard
and demanded his name. Something transpired between the two, but
I did not see a spellcasting or code get passed. She seemed less
interested in who he was though, and we ended up travelling with
the Zhents for the rest of the day.
I spent the day and evening after we camped staying out of sight
and trying to listen in on private conversations. I did not hear
much of value, only that the Yulash terror team was causing a bit
of terror amongst the ranks of the ordinary Zhent troops and the
residents of Dagger Falls. Interestingly, I could not seem to find
the wizard and Roakshane in camp that evening. I got to thinking
that all we had told Mazarahe would have been enough to get us sent
to the executioner in Dagger Falls. I stayed alert all night, not
acting suspicious, just milling around and listening to conversations
between the guards and off-duty troops.
11 Elaisias 1367. When we mounted up today, even
Mazarahe had a horse, even though the huge black stallion had not
been with us yesterday. We all rode north for most of the morning,
with the wizard and leader of the Zhents staying close together.
Once, Mazarahe held up his hand and had us listening to tiny voices
singing. It was the grass singing a beautiful, soft song. The wizard
seemed well pleased and motioned to the clouds. They were taking
shape as runes in Thorass. I could pick out an R and an S. Dorn
pointed out the obvious to me that the mage was spelling out Roakshane's
name in the clouds.
Fortunately, we did not travel too much further with the Zhents.
They were on their way to the Spiderhaunt Woods to the west. We
split up with them and I was much relieved. The mage continued to
travel with us for a short distance. When we arrived at a pleasant
little glade he looked around and told us that he had found the
place to call home. I was startled and suspicious. Just then we
heard a small voice telling us to get off his land.
The voice belonged to a halfling who had his house in a hill nearby.
Mazarahe and the halfling negotiated for a while and the mage ended
up paying the little halfling a small sum to buy a piece of land
neighboring the hill. The black stallion was gone the next time
I looked around and the mage began to talk of building his home.
We left him in the company of the halfling as we continued our journey.
I was suspicious of the whole affair. Dorn asked if a person can't
wander great distances looking for a place to call home, and then
suddenly find it? I told him no, at least not while I was there.
He claimed it was just coincidence that we happened to be there.
I told him that too much belief in coincidence leads to too little
analysis of the data!
North of the Serpent's Bridge we found the track of a dragon in
the dirt alongside the trail. The halfling had claimed to have a
big friend, I had to wonder just what kind of friend he had. We
pressed on quickly, finally camping off the trail in a meadow near
a charred tree.
11 Elaisias 1367. We left the trail yesterday
and headed north west to the Giant's Craw shown on Lhaeo's map.
By midmorning today we found ourselves in a pastoral valley of amazing
beauty, just on the edge of the foothills of the Deserts Mouth Mountains.
Perhaps I was a bit too suspicious of Mazarahe. If not for our mission
to save Randal Morn, I would be very tempted to stay in this valley
for a time myself.
We found an odd block of stone in the valley. It was a huge rectangle
of dark basalt, covered with a misty violet radiance. Around the
block were pieces of basalt that appeared to have been chipped from
the block. These pieces did not glow, but instead appeared dull
and lifeless. The stone was very out of place here in the valley.
There were no basalt formations for leagues. It was unmarked by
runes, but by peering carefully into the stone, I could just make
out a shape that looked like a prone humanoid deep within the rock.
Was this the tomb of a giant from long ago? The stone was easily
12x20 feet, perhaps larger, and could have held a giant quite easily.
A short time later we arrived at the location of Shraevyn's crypt.
It was not surprising that no one had found the tomb before. A recent
landslide had caused the collapse of a shale hillside, revealing
a narrow gap that lead to the crypt. Before we could explore the
gap, though, we were discovered by a patrol of four Zhent warriors
and two spellcasters. The two robed figures gave a command to attack
and promptly disappeared. The others charged.
I dove off my horse into some cover and fired a couple of arrows
toward the mages' last known location, just above their saddles.
Neither arrow even came close. I kept a careful watch for any sign
that the mages had gone invisible and were preparing to attack or
support their comrades. There was no sign of them. They must have
teleported away at the beginning of the fight. I had heard that
many Zhent wizards on patrol had teleportation rings. These guys
must have used some such magic to get themselves to safety. I suspect
that they were talking to Golthammer at that very moment, telling
him of our actions.
I had hoped to keep the Zhents fooled a little longer, using our
true alliances to our best advantage, but the fact that Golthammer
likely knew the truth now caused me little grief. If I had ever
been in doubt of my feelings for the Zhentarim, the night in camp
with that patrol earlier this tenday cured me. They were a thoroughly
disgusting bunch of abusive rot grubs. I felt about them much as
I did about orcs. The more dead ones, the better.
The four warriors were killed quickly. The mongrelman indicated
that he saw magic on the dead, but detected none that might indicate
the wizards were still nearby. The horrid mongrel could see magic.
I began to understand what talents Jhaele thought might be useful.
He pointed out a suit of magical chain mail that just barely fit
Ted, a magical longsword, a magic ring, and an enchanted dagger.
These guys had been loaded with magic. We would have to be careful
exiting the tomb, now that the Zhents knew we were here. We would
have to expect an ambush, much like Randal Morn got when he came
out.
The entrance to the crypt was an imposing set of chipped and broken
granite stairs, leading up to a long landing guarded by two twenty
foot tall statues. I lead the way up the left side of the steps,
checking for traps along the way. I found none, but did find a secret
panel on the back of the left statue. I could tell that there was
some sort of magical trap on the door that would be set off when
a tiny lever was raised. I could not, however, figure out how to
disarm the thing. So we settled for the brute force way of dealing
with it. We backed up to the other statue and the ogres shot quarrels
at it. One hit it just right, and as the panel sprung open, a blast
of flames erupted from the trap. It would have crisped anyone standing
in front of it. Behind the panel was a simple plaque inscribed with
a message. "I really hate thieves" it said. What a welcome! I am
going to have to watch myself in this place if he designed in these
special little surprises just for me.
Shraevyn's Crypt looked like it had been built by the giants that
once inhabited this valley. Lhaeo told us that Morn cleared out
a bunch of Hill Giants a decade or so ago, but that the Giants Craw
had long been the home of other races of giant. This did not look
to be the work of Hill Giants. The door had been treated with Everbright,
and shone brilliantly in the sun. It was neither hot nor cold and
had no color of its own.
There were runes etched into the door and a crackling blue haze
covered it. A muttering voice read the runes to us and posed a riddle
about friends that needed to work together. As the voice finished,
I noticed a small metal box-like thing on the door. It looked like
it needed two keys to open it, but I was able to disarm a trap on
it and open it up. Unfortunately, there was a secondary trap set
so that if I removed my hands from the first, the next one would
shoot a needle between my eyes. The mongrelman helped me out by
disarming the second trap, but as he did, we were both covered by
red faire fire and stuck in place. Following this was a strange
sequence of events where everyone had to help another until we were
all stuck and covered with the red aura. Finally, when it looked
as if everyone was stuck in the red glow, the door opened and we
were released.
The door opened to reveal a long, wide hallway with a red glowing
balls illuminating the space. Mosaic tiles formed epic murals on
both sides. On the North a human army faced shadowy foes. The humans
looked dead and ashen. On the south was a scene of the same battle,
only here the skies were lighter, the swords were brighter, and
the king more vigorous. Rhiannon recognized the king's sword as
Giventhar, crafted on the astral plane for a githyanki lord. It
was brought to this plane by adventurers. It is said that Shraevyn
hid the bastard sword away in a temple.
The first room we encountered was a large one with a sun-shaped
symbol in the floor. At each point of the solar figure was a small
round depression. Along the walls were ten alcoves, each holding
an enchanted jar or pot. Beyond the pattern was a set of silver
doors with the words "some decisions are more lasting than others"
melted into them.
The pots were all different.
- Twin bands of blue-white energy crackled across this pot.
- A fire-emblazoned shield, turned red, then vanished.
- Plain looking.
- A carving of a skeletal humanoid, chilling and scary. The crypt
ranger sensed the presence of undead.
- A crumbling book with a brown glow.
- Golden vessel gets brighter as Jed got closer.
- Rather plain, with the lid slightly propped to one side.
- The surface shimmered and revealed the area outside the tomb,
with the silvery doors open.
- An intricate, glowing longsword
- Missing its lid, moist dark dirt within.
Each of us chose a pot to place in a depression of our choice.
Rhiannon got struck by a sepia snake sigil when she tried
to read the book-pot, but when Jed picked up the book-pot and put
it in a depression for the ranger, she was freed. I chose the plain
pot. When I lifted it up it shimmered and changed shape, becoming
silvery for a moment before returning to its plain appearance. Jed
chose the golden pot, Ted picked the one with the longsword. The
drow picked the first one. The mongrelman went for the dirt. I did
not see which pot Troy chose, but when the last pot was placed in
a depression an hourglass fell out of the air and a snake of fire
appeared in a whirlwind.
NOTE: Here the delicate elven script used by Delben ends. A brief
note, in a much coarser hand follows.
We destroyed the fire snake and found both the Sword of the Dales
and clues that Morn was being held in the Spider Woods. The chase
lead to a battle with Zhent fighters and mages. In the battle Del
was killed by enemy lightning magic.
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