19th Kanos MAYOR &
SHOPPING
Meeting Into
the Crypt Umber
Hulks Stone
Heart Vampire
Beryn Keep Sand
Giant
City-Between-Places Beryn's
Farm Bog
Serpent Stronghold 2
Parties Dog
& Horn The
Cells
Escape! Calrhuvianne Souls Hawker
Bag Kin's
Tale Mayor
& Shopping Dhunok
Grael
Karubiat
Elesis Underground
Sun Lizardmen The
Boat Akkenophon Shurudien! Ghurzak!
To Karnak Dice Oracle Mogradjinn Battle The
Hilt Exit Strange
Allies Ghorak
Lan
Farigon Calrhuvianne2 Wraithking Columns Last
Column Galent Zeres-kai Eyrie
Elementals! Golem
Kin uses his new item to identify the remaining booty and then
questions the mayor regarding other discovered details and cocnerns.
Eben as Jiriki produces his two trophies.
The mayor smiles at the production of two Ceredophilus' teeth,
"As I said, 'curtailed of detail'. Well played, my friends
- I will get these to the Greyhammers post-haste and work shall
begin tomorrow on the fashioning of the hammers."
The smile fades a little as Kin menrtions the Ghull, however, and
the mayor pauses thoughtfully before continuing.
"There are many tales that come downriver from the hardened
miners of Rin Duras. Many become folklore and myth, some are true,
others the merest shadow of something that was once true. But even
words spoken of shadows can unsettle some folk.
"One such tale tells of a race of dwarves that were here long
before Baltharak the Munificent, Master Stonemason and Lord of Mines
led dwarves from across the sea. They were an old race and passed
beyond the mountains long ago for unknown reasons. I happen to know
that this is true, but it does not serve to make facts of whisperings
and rumour.
"Like all races, they had their good and their bad. The Ghull
was one of the worst, though, bent on evil and destruction a worshipper
of the vilest evils. From your description, Morin, this must certainly
be one of the High Dwarves. Whether it is the Ghull I have read
of, however, I doubt – unless the longevity of the High Dwarves
is greater than anyone could know. If it
is he, then I have work to do because surely this will mean war:
whatever he is doing, he would want to retake Dhurghumlund such
is his ego and resolve.
"I must speak with my, erm, informants on the morrow.
"As long as Hawksmoor hasn't returned with him, that at least
is something."
Morin points out with a cough that he had heard the Ghull speak
of Hawksmoor as clearly being his ally. The mayor’s mood instantly
darkens as he ruminates on Hawksmoor.
“He's trouble. Large scale, all-encompassing trouble. I know
little detail of him but the Ghull bows to him as master and
death and pestilence have only ever followed in his wake. He's a
necromancer and a death-worshipper, a dabbler in the darkest of
magicks, an architect of travesty with no ounce of pity or compassion
within. A ruthless, violent bastard. Bugger.”
"Leave me now, I fear I have work to do and some of my contacts
are late to report.......if you need to see me again before you
depart, ask for me by name - H'ronmeer - and the guards will not
quibble."
With the jubilant mood slightly soured, the party retire to rest
for the evening and set about purchasing a range of useful items
the next morning before gathering to head out on a boat journey
towards the next adventure – finding the hilt of the Sword
of Names.
20th Kanos
Suva spends time in prayer with another priest of St Cuthbert and
Morin has discovered from the mayor that someone in the House of
Magrothir has strongs powers over water including scrying ability
and urges the party to ‘dress down’. This is unfortunately
too late for Jiriki, sporting a new, fiercely spiky haircut and
a loose top intermittently revealing an imposing tattoo of a greatsword,
symbol of Kord, taking up most of his muscular back.
A number of dwarves have gathered to see off the famous party and
the mayor and Calrhuvianne are also here – the latter taking
the chance to pass on a spellbook he had offered for purchase.
The boat is slow and the journey to Rin Duras long - but the party
are not going quite that far; the captain of the ship has been instructed
to drop the party off in a rowing boat about three days along the
river where they should then row to the east shore.
There are a couple of cabins to share (to Dalrylshana's slight
dismay!) and an easy chance to rest - the weather has unexpectedly
improved and although not especially warm, it's bright and dry.
But the wind slowly increases as the afternoon passes and the boat
tumbles casually in the broad river. As daylight dims, the water
foams about the edges of the bow and stern. Are there glimpses of
faces here and there or is it a trick of the light matching paranoia
of enemies...........?
The journey is uneventful and quite relaxing, except that a number
of the sailors are getting spooked by the behaviour of the water:
nothing happens other than curious swirling that lends the idea
of shapes and faces to the eyes, but superstitions fan the flames
of fear and there are soon whispers of serpents and leviathans.
Concerned, but experienced enough to realise that there is little
they can do but wait it out, the party stay out of trouble, praying,
learning spells, helping with minor tasks, cleaning and sharpening
weapons and such.
After three days in the boat the party is dropped off as promised,
into a small rowing boat - to be safe, two trips are needed to get
everybody and their belongings from the boat across the broad river
to the north-eastern shore. Three days out from Galent, there are
no signs of habitation obvious, although the rough terrain is a
little hilly and dotted with enough trees to limit viewing distance.
23rd Kanos
Off to the north, the mountains of Lhandroth Yar beckon, whilst
to the east the vast range of mountains that separate Dhurghumlund
from whatever is beyond them fill the horizon, a delicate plume
of smoke just visible from a distant volcano. It's a cold, clear
day. A good day to adventure.
The quiet is only spoiled by a surprised yelp from Jiriki who feels
the ring on his finger momentarily burn hot as he steps out of the
boat on to land. Morin also spots something leaving the water –
invisible but not spotted again. The party’s level of alertness
is increased.
You have been told that from the point where you are, you need
to track inland (north) about a mile - after barely a couple of
hundred yards, though, grim Hogun, Beryn's companion that most of
you met in the Inn of the Wyrm in Pen Duras, appears, almost from
out of nowhere, and indicates silently that you should follow him
west for a couple of miles to where Beryn waits.
Hogun silently leads the party onwards west, parallel to the river
- silence is happily accepted as there is some concern over possible
enemies at the moment! Jiriki removes his 7-rubied ring and pockets
it for now, happy to go along with party fears but unhappy to no
longer be using an item that has already been very useful.
After half a mile over slightly hilly terrain, something quite
odd happens: the ground slopes steeply downwards to an area that
must surely be below the river's level but which also gets very
warm. The vegetation changes rapidly, creepers spiralling up the
lengths of trees which have huge leaves, sprouting out like canopies.
Lizards skitter here and there and Hogun warns you to watch your
footing in some of the nearby areas as the soft earth is water-saturated
and can swallow you up.
Impossibly, this is a small, self-contained, tropical area.
A very large clearing opens, dotted loosely with curious shrubs,
languishing vines and small pools of warm water, to reveal Beryn
and Karnak, sitting on some large rocks. It is clear that these
rocks are not natural and a moment to take in the perspective shows
that here are ruins of something that was once quite grand, now
fallen and draped with elements of tropical greenery. An arch stands
here, remains of a wide wall there.
Beryn looks in excellent mood and smiles heartily as you approach,
clapping his hands together before wiping a sweaty brow.
"My friends, well met! Our quest goes well, for I have confidence
you have another elemental gem and I believe I have found the resting
place of the hilt!"
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