The Building of a Guild: To Helen Back Again!

Half at the Divine Wells...
Session #15 & #16

The walk to the wells, wasn’t mundane, Jem performed amazing feats of acrobatics as she, Urnhold & Olorin traveled south. Jem captured the attention of many townsfolk, rewarding her with Ooh’s and Aah’s. Upon arriving at the divine well, Olorin’s attention is immediately captured by an elderly woman sitting at the foot of a well covered in moss. She looks to him and says “You, young one, are in the right place.” She explained to Olorin that the Great Mother, Chauntea, has a mission for the druid. Olorin is petitioned to “eliminate the hatred upon the howling winds”. Upon an affirmative response, the elderly woman touches Olorin’s forehead and endows the druid with the knowledge of the Beast Bond spell, to call animals to his aid, in his future journey.  The old woman returns to her spot and begins to nap. Olorin finds an apple blossom, in a near by tree, and puts it in his pouch. While the druid is having a religious experience, Jem searches the area for theive’s cants, but finds little more than directions to food. Urnhold quietly prays to Vulkar, asking for continued protection. A quiet hush falls over the area, except  for the sounds of waves crashing on the shore, and Urnhold hears a disembodied, but familiar voice “Beware the blackened earth!” Urnhold’s attention immediately snaps to a large figure lumbering towards them. A two-headed giant covered in dried mud and a swift, bald monk at its side advance toward the divine wells. The Ettin swings it's great clubs and crushed the first well it comes upon. Battle between the party and these aggressors begins, a priest in mud covered robes casts Slow which catches Olorin from a distance away. The only distinguishing mark on these creatures is a black triangle symbol. Numerous blows are exchanged, Olorin collapsed, unconscious, at the feet of a the Ettin. Urnhold and Jem are making every attempt to resist these goons covered in dried, caked mud. The monk was slain, however the Ettin & the priest remaining a threat and have an obvious interest in destroying an important religious site. Only 4 divine wells have been desecrated.

View
Half in the Market Place ...
Session #15 & #16

Dhoug quickly discovers a cheese vendor, purchases 20CP of Hunawn cheese and finds a secluded spot to devour it. Gre sneaks up on Dhoug and hears “Feta, Muenster, Ricotta, Brie”. Dhoug eats the cheese than claps his hands once. Then both return to Rendon in the marketplace and bickering quickly ensues on how exactly to proceed with “taking care” of Dhea. There’s some confusion about Darathrue’s vague and cryptic request to remove Dhea from Triboar. Rendon jumps in and ties to reason with Dhoug that out-right killing is not the answer. After being ignored, Rendon proceeds to find a book kiosk, discovering a magical spell book among the mundane, for a shocking low price. However when he asks Gre for money, another arguing match ensues about the cost. Rendon cleverly negotiates the new magic book in exchange for the screaming book he took from Ruby’s Tower. The owner happily traded the dusty spell book with dark symbols, for 10GP and Rendon’s screaming book. As Rendon walked away from the kiosk the books immense weight became more prominent. When the 3 characters regroup the argument between Gre & Dhoug is held in a stalemate. The three of them begin to scan the crowd to better perceive their surroundings, and they each perfectly catch a glimpse of familiar red hair. There on the northern end of the market was Ruby and Darrack, bound in chains, and gagged, being hulled away by a number of thugs. The captured companions were being quickly led in the direction of the Slippery Eel Inn, that the party visited yesterday. Gre, Dhoug & Rendon quickly pursued the shady group. Gre used his <u>Relic of the Sniper King</u>, to cast Jump on himself, and magically leap up to the eaves of a small cabin along the roadside. He immediately attempted to shoot one of the thugs with a magical seeking arrow, but being out in the open over a great distance, the thug was just able to dodge the attack at the last moment. However at that, the four thugs, and two hooded figures became alerted to their presence.  The shady group began to run north. Rendon’s reaction was to cast Misty Step to quickly close the distance between him and the kidnapers. He attempted to case Reduce on Ruby to free her from bondage, but was unable to complete the cast successfully.

View
Interview with Darathrue
Session #15

The party is quietly sitting on a bench, while waiting. Further down the bench is a young human woman, in a long dark cloak, and manacles. A conversation struck up, with this mysterious woman, who turned out to be Jem, who was recently arrested for gambling in the street without a permit from Lord Franbrick. She expressed interest in continuing her nomadic life and joining this interesting group of adventurers. Dhoug immediately tried to take advantage, by requiring an entrance fee the party. Jem didn’t fall for it, and the rest of the party quickly accepted this new person’s presence. Darathrue elegantly steps through the doorway, and immediately addresses the whole group waiting on the bench, she knows exactly who they are, and is surprisingly well informed. She brings them upstairs to what appears to be a large office filled with cabinets of documents and oddities. There’s a snarky old Gnome sitting at a desk behind a large cloudy orb. In the middle of the room is a circular table with stones and arcane symbols, upon further inspection Olorin discovers it’s a series of Sending Stones that keeps this office in constant communication with the Twelve.  She begins to interview them to identify this traveling group’s intention. Gre and Darathrue immediately make a connection, each recognizing the desire for law and order in one another. But Darathrue has a tough exterior and questions the party about their strange actions upon their arrival in Triboar. Although their explanation about going to the Slippery Eel is weak she moves her line of questioning back to why they are here…and Dhea is brought to the forefront of the conversation. The party learns that Darathrue has no love for that creep, but that he’s been designated as off limits by her boss, Lord Colt Franbrick. Lord Franbrick is currently away, leaving Darathrue in charge of Triboar, she explains that she and her men (the Twelve) cannot have any involvement and must maintain plausible deniability. Removing Dhea by any means is acceptable, and if the party is able to, they are welcome to capture Dhea and take him to Harper contacts currently staying at the Boar’s Head Inn. Darathrue doesn’t elaborate on her ties to the Harpers, as she knows no one can serve two masters, but she assures the party that her contacts are legit. Regardless of how Dhea’s disappearance is completed, Darathrue suggests that she can make their efforts worthwhile by making a land purchase available to them. She understands that signing over Aberwyn and the surrounding countryside is the most highly valuable reward she can offer. While this interview is conducted, Dhoug and only Dhoug is visited by a cloaked aberration, a humanoid creature, with an exposed eye-ball where it’s head should be, silently wanders around the room. It does not interact with the physical realm, but Dhoug is transfixed and excited about it’s appearance. When leaving the office, the creature follows, but vanishes into thin air. Before leaving the tower entirely Olorin leaves a Druid mark in the waiting area, expressing his contempt for the people within.

Outside the party decides to spit up; Dhoug, Rendon & Gre head to the now bustling marketplace to shop, while Olorin, Jem & Urnhold head south of town to the holiest spot in Triboar, the Divine Hexad Wells.

 

View
Welcome to Triboar!
Session #14

The silhouette of Triboar became visible on the horizon. A rider, on horseback, in a guard uniform rode out to meet the group. A short conversation reveals that there are two lodging options; the Slippery Eel or the House of Boars, with the Eel being the cheaper, less desirable option. Dhoug decides to regal the stranger with a tale of the Orc onslaught at the Dellmon Ranch, peppering in a few alarming comments. The watchman left, but unbeknownst to the group, he continued to follow and observe them from afar. The party members turn inward and debate about where to seek shelter for the night. Dhoug makes Helen cry by telling her to “grow a pair”, when she is unwilling to make an executive decision to impose on the group. Helen has found it easier to follow rather than lead, it was a number of her bad decisions that got everyone into this mess in the first place after all. To lighten the mood, Olorin wild shaped into a Mountain Pony, like the ones he’d seen growing up in the North. The party finally makes its way to the Slippery Eel.

Upon entering the disheveled tavern, all eyes fall on the new comers. Gre’s intuition is that everyone in this place is a criminal of some sort. It’s apparent to everyone that this lodging is undesirable, and the party immediately leaves. They wander around looking for something more informal. On the western end of Triboar, they discover a barn, and a willing owner. A quick negation with the short-statured, John Graybeard result in a 42 SP fee for staying in the loft. After a long restful night, the group led by Gre interrogates John for more information. He explains that The Twelve, a small, skilled militia that patrols the perimeter and enforces justice in the name of Lord Colt Franbrick, protects Triboar. In Lord Franbrick’s absence, the Lord’s Constable, or Sheriff is in charge. It’s rumored that Darathrue Shendrel is a member of the Harpers, and has conflict with some of the Lord’s Decree. Regardless Darathrue does an excellent job of keeping the peace, she can be found in the Triboar Tower in the middle of town. John describes her appearance as average height typically wearing a deep blue cloak with a silver star.

Leaving Helen, Ruby & Darrack at the farm, the rest of the group heads to the Tower. Inside they find a young half-elf working the front desk, informing the party that Darathrue is on rounds and will return eventually. Dhoug takes the opportunity to harass the young deputy, by repeated speaking telepathically. The young deputy quietly looks around the room for the source of this annoyance.

EXP 386

View
Take That Orcs. Part 2
Session #13

As the sun is setting, a smokescreen sweeps towards the walls around Dellmon Ranch. With Urnhold’s quick thinking the orcs did not gain the advantage, casting Gust, the smoke was magically blown back into the Orc’s encampment. Oloric launched into a fit of coughs that no one else in the party could hear.

At dawn the orcs attack in full force, 16 orcs quickly cross the open battlefield and began throwing javelins into the ranks of the Dellmon Ranch defenders. Rendon cast Enlarge on Darrack, who swells to twice his high and easily steps over the wooden fence to face 5 orcs simultaneously. Ruby began to hyperventilate, sparks arcing in the air around her, but was quelled by Urnhold’s Calm Emotions. From the rooftop Gre expertly placed a Busting Magic Arrow between 3 orcs, killing one and wounding the other two. The party was doing well, until the enormous orc commander, the Orog, leapt over the defensive wall and began to cleave farmers into pieces. Urnhold cast Thunderwave killing 2 more orcs. Dhoug cast Hex and Eldritch Blast weakening and wounding others. Darrack holds his own outside the wall, taking damage and dealing it right back. With the orc forces thinning multiple party members turn their attention to the Orog, but the enemy commander stood fast. Suddenly an Elven horn could clearly be heard across the entire battlefield. Eleven swords could be seen sticking through the chests of enemy orcs as the Elves of the High Forest expertly shift the tide of battle, forcing the Orog and remaining orcs to flee west (towards the Long Road).

In the aftermath, Urnhold attended to the wounded both within his adventure party and other defenders. His kindness and devotion to life catching the attention of divine perception. Dhoug promptly took it upon himself to negotiate everyone’s fee with Perd. Resulting in 1,250GP for the guild and Darrack. Being the newest member of the group, informally, Darrack was very confused about what happened to his money, but decided to put off dealing with Dhoug till later. Swinging down from the roof, Gre encounters an elderly woman. This woman tells him a tale about an ancient ruler, who expertly used his prowess with ranged weapons to protect his people. She is the sole keeper of a relic, and was told that she would one day meet the reincarnate soul of this man. By watching Gre during the battle the elderly woman determined that she must bestow Gre with the Relic of the Sniper King, an old rusty amulet with 3 concentric rings, like a target. Confused & weary Gre accepted the strange gift, and put it around his neck.

Having gotten paid, the party decided to raid the abandoned orc camp. Upon investigation they encounter Oloric bound and beaten inside one of the make shift tents. The party quickly accepted the hesitant Druid, and tended to his wounds. Oloric now acutely aware of the dangers of travelling alone, reluctantly decides to join the chaotic band of adventurers picking through the garbage of the orc camp. Unfortunately an Iceshield Orc’s sense of valuable items tends not to translate well to civilized economy, but the party picked what valuables they could carry.

A debate ensued. The party needed to decide what to do next. A number of options were proposed from doing another job to earn money, to heading directly to Triboar to kill Dhea outright. Various amendments were proposed like using illusion magic to trick Dhea that more money is paid than really is or encountering Dhea but instead of killing him, just turn him over to the authorities. Through the debate Dhoug and Gre began to take opposing sides of the morality of outright killing Dhea. A vote was taken and the decision was made to go directly to Triboar and deal with Dhea aggressively.

It’s a short walk up to the Evermoor Way, a heavily traveled road between Yartar & Triboar. Gre noticed that through the day, thinking about the amulet caused to change. The outermost ring slowly changed from rusty iron to a clean, shinny gold color. The trek takes the rest of the day, with the party arriving in Triboar two hours before nightfall.

 

EXP 424

View
Take that Orcs! Part 1
Session #12

A man by the name of Perd meets the group at the gate of the Dellmon ranch, promptly helping Selwin and his family to the main house. Without further invitation, Gre runs into the house, swings out a window and mounts the roof. Gre ready's his bow, with the best vantage point on the entire estate.Doug and Rendon walk up to one of the organizers, Marka, who turns out to be Perd's wife. They are all assigned positions on the East walls. Urnhold met a fellow Dwarf, Darrack at his defensive position. That's when the patriarch, Kerbin walked up to Rendon and gave him a hearty slap on the back. Kerbin then made his way over to Urnhold & Darrack, and asked them to keep an eye on the "toothpick" up the line. The old man, shared a bite from his flask…knocked the wind out of the Dwarfs, to which they were impressed.

Gre's keen eyes spot the ruddy face of an Orc in the distance. He shot an arrow of arcane energy and hit it an incredible distance. The entire group hears drums in the distance. While the coast is still clear, a tiny little girl carrying a plate of cheese, walks up and tugs on Dhoug's armor. He hurry's to a corner and performs his ritual. 

Suddenly a dozen Orcs surround the compound. Battle ensues. Dhoug cast Suggestion on a poor farmer, successfully persuading him to take his bow and fight the Orcs outside the wall. Jake the Farmer didn't survive past the opening minutes. An unknown Halfling on the west side is holding her own. A few Orcs are felled, a few farmers take mortal wounds. Then an Orog appeared on the horizon. Grunt commands, catch the attackers attention. They turn in retreat, to which the defenders take the opportunity to make those Orcs pay for their aggression. In all, 7 dead orc line the walls outside, and 3 defenders won't return to their families. The sun is heading toward the horizon.

View
We Need Money - Dellmon's Need Bodyguards
Session #11

Upon entering the Tavern, Helen welcomes the weary travelers with open arms. The group introduces their latest, surprise addition, Ruby. They regale Helen of their journey to the tower and share stories about her eccentric comrade, Zephyros. Helen in turn tells the travellers about the adventure she and Campy found themselves on.

  • Went to markets to sell weapons & gems. Start hearing rumors of strange happenings around the Dessarin Valley.
  • Successfully sold stuff in YarTar, Beliard & Red Larch(finally able to off load the gemstone).
  • Hear rumors about Orcs being stirred up, in the Dessarin Valley & around Red Larch. Possibly due to new Gangs/Cults starting to hang around, secretly in wilderness.
  • Rumor of Lord Colt Franbrick heading back to his Waterdeep City house.
  • Gone for 9 days.

After trading pleasantries, and learning that TreTre has really turned the Elderberry Fire’s dry spell around. TreTre was able to earn 30GP profit in the short time his companions traveled to Ruby’s tower. This amazing reversal went mostly unnoticed, that a burly Earth Genasi barkeep did so significantly better than Helen, a Human Female in a mixed race relationship. The patrons still enjoyed the Gnome’s homebrew unknowingly.

After a long rest, the group learned of multiple time sensitive bounties Helen was able to pick up on her travels.

  1. Dellmon Ranch: Nobel family outside YarTar asking for able-bodied people to defend them against roaming bands of war orcs. Newly being stirred up. (125 GP / person / day)
  2. Kaylessa (Kay-less-a) Irkell, an old friend of Helen & Campy’s, current proprietor of the Swinging Sword believes an evil influence emanating from Lance Rock, outside Red Larch.
  3. Zhentarim shopkeepers of Bargewright Inn (very far south) claim they’ve been having supply problems recently.

Based on proximity to Aberwyn, the Dellmon ranch is the closest, nearly a single day by riverway.  The decision was nearly unanimous, needing and additional ~3k GP to pay off Dhea and his thugs, the group decided mercenary work seemed appropriate. TreTre and Campy remained to run the tavern, but the adventure party insisted that Helen join them on this mission to maximize earnings. Ruby volunteered, her companions intend to give her plenty of space when she meets her first Orc.

Six [Urnhold, Dhoug, Gre, Rendon, Helen, Ruby] set out to the Port of Aberwyn, where they contracted a riverboat negotiated by Urnhold. At which Ruby informs the group that she cannot swim, nor has she ever been on a boat. Nervously everyone boards and keeps a wary eye on their volatile newbie. The trip is uneventful to everyone except Urnhold. The cleric is haunted by omens. A silhouette of Vulkur makes uninterruptible gestures, and dark shadows appear to follow the group along the banks.   

The trek to the Dellmon's is interrupted with smoke on the horizon. Upon investigating further the group comes to a small farmstead, ransacked by Orcs. They rescued Selwyn Anderil from the burning house. Coming out of his black out, the beaten and bruised Half-Elf is only concerned about his wife and two young farm hands. The group takes up the cause, and follows the tracks of Orcs and a overburdened wagon. Battle breaks out, and they rescue Maygan & the two young men from the clutches of an Orc scouting party. The six members of the "To Helen Back Again" guild are joined by four more from the Anderil farm as they make their way to the Dellmon Ranch.

Money in debt: 5,600 GPHelen Sold Items 1,621 GPGre’s bag  742 GP, <s>19SP, 12CP</s>  – TreTre’s Tavern Profit  30 GP = (2,423 GP)  3,177 GP

 

EXP 407

 

 

View
Return to the Mirror Room
Session #10

After a very long rest, the party gets an early start to the day by returning to the library upstairs. Urnhold & Gre cautiously hang behind, while Dhoug & Rendon jump into the room after placing the Moon orb. The room has mirrors on every wall, and suddenly where they see their own images, the mirrors begin to bulge outward. Thinking quickly, Urnhold grabs them and pulls them back into the library. The Moon orb is swiftly removed. A discussion ensues about what that room is, and whether or not it’s even in the same tower. After a more extensive search of the library, with no other way up, they decide to brave the mirror room again.

            All four adventurers jump into the room, and again the mirrors liquefy, bulging outward and forming into silvery humanoids. Each shape refined into a perfect reflection of the adventurers. Then Evil Dhoug, softly reached back and touched the mirrored wall, shutting the portal, enclosing all of them in an open, circular room, without any cover. The evil versions, spit insults as the battle begin.

The bloody battle included evil Rendon casting Enlarge on Evil Urnhold, magic arrows exchanged between the two Gre’s bows and Dhoug being tossed around like a rag doll. Urnhold ended up failing to call upon divine aid. He was punished with an anchor being attached to his leg, effectively reducing his speed and mobility for the duration of the battle. The evil versions succumb to defeat one by one, but not before giving our adventuring crew a beating. Once all the enemies were defeated, a new portal opened, into what looked like an ash covered apartment. Burn marks across all the surfaces. It didn’t matter to Urnhold who just went in an flopped on a wooden table, wounded and exhausted.

            After a quick investigation, the adventuring party discovers the Ruby in the Tower….she was fast asleep in her apartment when a group of strangers armed to the teeth bust in unexpectedly. She hasn’t seen people in years. She tells her story about being locked away in this tower by her evil, wizarding uncle. The biggest revelation of all was Ruby’s magical ability, whenever she got startled, flames burst forth engulfing a 15ft radius in fire. Obviously Dhoug’s alien voice magically appearing in her head was enough to set the room ablaze.

            After some searching a Scroll of Teleportation was discovered and a plan hatched. The group, with their new friend in tow, jumped from the tower. The decision to jump was made after they discovered the empty pedestal corresponding to one of the orbs they left on a prior level. Urnhold attempted to calm Ruby’s nerves about the jump. Rendon cast Feather Fall, allowing everyone to safely descend to the ground. The party headed back to Zhephyr’s floating tower and regrouped. After a quick chat with the cloud giant, the studious wizard decided to risk casting the power spell from the scroll.

            Surprisingly, he was successful. Instantly the entire group vanished from the floating tower and stood just outside the Elderberry Fire Tavern. The grass around them embossed  with a bleached arcane rune circle. They were finally back, with 2 whole tendays [D&D equivalent to a week] to spare.

 

Time spent: (3 + 4 trip out) + (1<goblins,mimics> + 1<time loop,library> +1<mirror,Ruby>) + (<s>5 days return trip</s>) (Instant Teleportation)

Time left: 30 days (-10 days) 20 days remaining.

 

EXP 810

View
A lunatic's workshop and library
Session #9

As another dawn breaks, Zephyros tumbles out of his bed, wondering if his bawalla’s companions have died and if not, how long he should give them before either searching for the half-beasts or leaving. He decides to meditate and consult the outer planes for advice.

The party returned to the trapdoor in the ceiling, Urnhold was up the ladder first. They quickly discovered that the room had a magical property other than darkness. After a random bit of time, they would be instantly returned to where they entered the room, and the caltrops and debris (only visible to Dhoug, due to his Devil’s Sight) would return to its original position. Urnhold attempted to shuffle his feet to avoid stepping on caltrops, but couldn’t make it very far. Dhoug was able to put a crack in the sundial in the middle of the room, but ultimately Rendon’s Shatter spell broke the enchanted item and released them from the time loop. Dhoug wasted no time heading straight for the door on the other side, which turned out to be a fake. Eventually, like something straight out of a movie, Dhoug pulls a touch on the wall and a hidden door opens.

The group ascends the hidden staircase to find an enormous library, filled with books, tables, desks, chairs, and ever-light candles. The group quickly discovers orbs, which contain emblems a teardrop and a leaf. Rendon finds and decides to keep a few books for himself & Dhoug; “The Howling Era” (which screams when you open it), “Cheese of the Western Isle” and “Cheese, Your Mother & You”. However at that Dhoug receives a nasty shock, whirling around quickly a luminescent ball is hovering there. Battle ensues with poor luck until the Wil-O-wisp vanishes. The words “Leave.” “Protect.” “Master’s.” “Wares.” echo from no apparent source to no particular person. Wil-O-Wisps are not known to show loyalty to anyone, but this strange behavior goes unnoticed by our adventurers. Another Wil-O-Wisp appears and the battle commences, Rendon’s amber colored Magic Missiles arch toward the floating ball. Gre moves to a different area and attempts to communicate with the echoing voices, while the rest of the party makes an all out attack. Gre is left with unanswered questions, while the Wil-O-Wisps are dispatched by his companions.

Without further interruption, the party finds four orbs in all, and test out the connection with a pedestal at the end of the room, perfectly shaped to hold these orbs. Through placing and removing the orbs they obtain magic items, which appear from the void when a particular orb is placed. Rendon obtains a Ring of Fire Resistance. Urnhold trades out his chainmail armor for the much more confortable Dwarven Plate. Gre and Rendon each take one of the Sending Stones. Finally the Moon Orb opens a portal, through which they see a dimly light room full of mirrors. Having spent many hours investigating the Library the group decides to leave it until later and return to the 2nd floor to make camp again and rest. Instead of removing the corpses of the Mimics, previously slain, Urnhold casts Gentle Repose to prevent them from entering un-death or rioting further. Elsewhere, Zephyros revives from his meditative state, assured that his half-sized passengers remain alive and returns to his journaling as he continues to wait.

 

[EXP 482]

View
Setting the first floor ablaze...stoopid Goblins
Session #8

Four more uneventful days pass since the Cultists left, when the cloud began to descend. Zhypheros not wanting to alert other prospectors in the area of their arrived put the cloud near the ground, behind a hill, little more than a mile from their target. The party disembarked and carefully made their way to the tower containing the giant Ruby. At the base of the tower a party of Goblins is spotted. The entry way is very large and without a door, it’s wide open. Not knowing what’s inside, they decide to deal with what they can see first. Gre notched a magically conjured arrow and blew 4 of the Goblins away with an Arcane Blast. Urnhold loaded his crossbow, and he and Gre dispatched the remaining Goblins before they realized what was happening. Fortunately, nothing came through the entrance, but the party decided to learn what they would be walking into before getting there. Rendon and Dhoug snuck up to the wall, where Rendon cast Spider Climb on himself and went up the wall. Dhoug used Awaken Mind to converse with the spidey-Elf. First Rendon climbed out of Awaken Mind distance to peek into the windows of the towers. Second floor just dusty old chests, third nothing, fourth a library filled with books and tables, fifth nothing. The top floor contained only three barred windows, each containing a strange sight. Each window showed a different biome; desert, jungle and seashore. They were obviously magical.  Returning the task at hand, Rendon peaked through the entrance from above, hoping to avoid attention.

 

Within the first floor of the tower a war band of goblins made camp. It looks like they were using it as a base of operations, having pulled in trees and brush and pitched tents. Battle was inevitable, Rendon cast Shatter taking out a few and causing mass confusion. Dhoug set the detritus on one side ablaze with Bonfire. Urnhold wiped away many in the ranks with Thunderwave and Gre expertly picked off the stragglers from a distance. Then entire Goblin band was easily dispatched. Urnhold used Control Water to put out much of the fire raging from Dhoug’s spell.

 

The group followed the stairs up to a large locked door. Obviously the Goblins had not ventured further into the tower because of it. Gre was able to navigate the lock, and pick it without springing the trap. Urnhold became more cautious and asked Valkur to aid him in finding traps as they continue to venture. There on the next floor was storage. Old moth eaten clothes and crumbling books where found in chest after chest. Each chest also contained some long forgotten gold,  where upon they obtained nearly 400GP. But unsuspectingly 3 Mimics made this there home, waiting for someone to come collect the treasure around them. The adventurers where able to deal with the creatures through teamwork and endurance. Rendon found a wand, called Ghost Touch, and Urnhold found a ring warm to the touch hidden among all the decaying materials. This is where they decided to rest for the night.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.