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
After 7 days at the farm, Beryn is keen to allow the party to move
on as Jiriki and Balin, especially, are becoming antagonistic after
staying in one quiet place for such a relatively long time after
recent adventures. Kin and Dalryslhana take time to recover their
energies and then Kin busies himself about some magcal task.
Suva is quiet for most of the rest period, praying and pondering.
He is not the only one with concerns on his mind - Morin, particularly
is unusually quiet for the most part. At least he and Suva seem
to have healed their rift and as the time to leave approaches, you
are more assuredly a party again.
True to the promise, there are two hammers for the destruction of
the columns of souls. They are a little odd looking, the handle
being more like a bat than the usual weapon of war, and probably
best used two-handed. The construction is a mixture of bronze and
steel, wrapped with leather and white cloth for gripping the handle.
The impact point of the head has a recess and the tip of the Ceredophilus'
tooth can just be seen protruding from the centre of the head, but
below the outer edge (so that the full initial impact is not on
the tooth but on the rather sharp risen ring surrounding it - it's
quite a mean weapon, other than its specific purpose).
"Remember," Beryn cautions, "these must strike the
colums whilst they are exposed to daylight or they will not work.
And beware the stronghold; it is likely not as you had last seen
it from reports of grim creatures spotted in its vicinity. And the
lack of sighting of ogres and orcs. I fear the dark hand of Hawksmoor
is at work here."
Moebius is not accompany the party. He is best used in retrieving
information in places where Beryn would be less than welcome. And
this is not something that he has any stake in. He will still concentrate
on the sword.
Jiriki and Balin test the weight of the fanghammers and grin at
each other, finding them to be very well balanced and of excellent
craftsmanship. Strapping them across their backs (which is a little
cumbersome for the dwarf - but manageable), they join the rest of
the party who have come to their strong resolve and all head towards
Ghorak Lan, the ogre stronghold to see if this revisit may result
in the freedom of the souls trapped there.
Beryn has no more healing salved to give out but hopefully will
have something more soon - perhaps upon your return. From within
the farmhouse as dawn approaches, a dark figure watches with interest
as the party moves out.
The day is harshly cold but at least it's dry for now, the ground
beginning to freeze underfoot. As night brings a descent in the
temperature and frosty breath leads every spoken wood, the party
arrive safely at the solidifying marshes visited over two weeks
before.
There have been no encounters so far and there is no sign of life
hereabouts. Remembering the patrol that almost spotted the party,
it is decided to head towards the 'secret entrance' immediately
and perhaps rest there rather than risk discovery. The stars and
thin sliver of moon and though you are careful, it would seem unlikely
that any bog serpent could move easily beneath the feet in this
frozen earth.
Through an eerie quiet the party heads to the entrance they used,
the temperature dropping again - but something feels unnatural about
it now and the starlight seems to penetrate the darkness less well
as the stronghold is approached.
The place seems uninhabited and a quick check by Morin and Jarek
reveals that the route underground seems to be intact and as it
was, even down to the trapdoor, dug out of the ground, frame and
all, and left behind, still closed.
It looks as though the wall that Morin rigged should be useable
- but rest is needed first and this will best wait for a few hours
in the icy silence.
Ranedil 4
As the whispering party discuss what to do next, Morin and Jarek
use their skills to quietly work on the wall, inching the rigged
region slowly out, aided by Balin, temporarily donning his oversized
gloves to give him the
extra strength to make sure everything remains steady.
As the wall section is finally pulled away from the rest of the
wall, wispy tendrils of mist curl around the masonry in the light
of the Illuminatus.
The room beyond is deathly silent and utterly dark - none of the
barrels that were previously here are present and the walls look
as though they have been blasted by some magical destructive force.
The whole place is purged.
The dark, colour-tinted mist rises almost two feet high. It is
not so dense as to make the floor invisible but adds an eerie quality
to the icy cold room. The door into the corridor is closed and Morin
makes his way very carefully across the room.
Finding no traps, the door is soon opened and it is quickly established
that the state of the room is mirrored in the corridor, down to
the mist.
Still no sounds or movements are noted but one other major change
is apparent: to the right, the corridor ends abruptly in rubble.
Huge quantities of masonry and stone have, accidentally or purposefully,
collapsed to fill the corridor and it now looks impassable.....
It is deemed that more reconnaisance is needed and Morin and Jarek
take the Illuminatus and set off.
By approximately 8am, they return having found little other than
some wights that were once dwarves and a body nailed to the top
of the stairs with a metallic object visible inside its ribcage.
The stairs are chosen but Jiriki and Balin cannot allow the blasphemous
dwarven creatures to exist and bring pause to advance whilst they
swiftly destroy them.
Morin, checks ahead again and finds that there are two ogreish
zombies further along and round the corridor, although they do not
react to his lantern's light. Furthermore, he is convinced that
there is a concealed door on the east wall and is quickly proved
right as the party advance forwards - it is only barely concealed
upon inspection.
Balin keeps his darkvision keenly trained on the quiet, lolling
shapes of the zombie ogres further up the west turning. And Darius
keeps a cool eye trained on Balin, Jax tucked in quietly and obediently
at his heel.
Suva, unusually focussed and quiet since arriving here, whispers
a prayer from the rear of the party and waits to move on.
A door swings away from the corridor to reveal an unlit passage.
It runs east and turns almost immediately north, narrowing to five
feet and no longer having a supporting wall to its left, dropping
instead into the large, pitch black room below. A walkway, rather
than a passage.
Morin investigates alone for 15 minutes, shutting himself in so
that he can better listen for anything unusual. When he rejoins
the party, he reports a faint whispering like the sea and also a
grille in the roof above the huge statue which dominates the temple
room.
Setting out carefully, Morin moves ahead, Jiriki lighting the way
with the directed beam of the hooded lantern as the rest of the
party edge into position, staying back for now so that Morin's eyes
and ears can go more efficiently about their work.
Glimpses of daylight from above and flashes from the lantern indicate,
as night vision settles, a reasonable idea of the size of the room
- as well as allowing the party to take note of the large, 80ft
high statue, the focal point of the chamber, without doubt. It has
a humanoid shape, although there seem to be tentacles at the lower
abdomen and the head, directly across from the ledge, has something
of a canine appearance.
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