Session 77 – October 7, 2015

Session 77 – October 7, 2015

We continued our exploration of the ancient dwarven research center, this time to the East. We encountered several skeletons and dispatched them, easily, thanks to good tactics. Then we found a lot of platinum utensils and plates to add to our collection. In the ancient kitchen cold storage, we found a wight who doesn’t realize he is dead.

The good thing about that is that he didn’t try to attack us. The bad thing is that he realized we are not official ancient dwarves, so he thinks we are rebels. He has backed around a corner where we can’t get at him without coming near his deadly touch.

This wight, was once Alke, a researcher, who fled to the freezer and ate all the food before succuming to the cold of the storage room. He gave us new information about the research areas and that we need the platinum keys from the head of each research area to open up area X. [This gives comfort to know that if we can control more of these platinum amulets and get them away from here, perhaps it will prevent them letting Xena Tel loose.] We also learned from Alke that Xena Tel is a more formal name and giving distinction. I wonder if there is a dwarven cleric above who has not been corrupted and that we can trust?

We then found that the ancient dwarves have a plentiful supply of fresh water in their quarters, and found many nice items and some furniture. We encountered more undead, but barricaded them inside their rooms making it harder for them to reach us. There were some of a new type, but their newness did not appear to have any new abilities, at least not ones that would allow them to get at us.

Now that we have plenty of fresh water, we can greatly extend our stay down here.

At the end of the hallway with the rooms for the dwarves is an elevator with what appears to be two levels above us and two below us. We decided to search the rest of this level before attempting a new one. 

We continued to the large open recreation area and saw two bodies on the ground and the newest member of our group looked around tha corner and saw many more. Due to the openness of this room, we feared being surrounded and pulled back and used the same tactics against the skeletons, except we used fire. We encountered two new types of undead, that we plant-like and their skulls split open revealing a tentacle. Thankfully, we did not learn what would happen if it hit us.

We had completed another five or so hours in this place, when we decided to catch our breath and eat. I am interested in the platinum coins and gaming devices of cards and dice. More non-magical stuff we can sell to Marchmain and hang on to the magical stuff we have found.

I hope our success continues and that we can hold off on death and injury to our party.

Session 60 – The Better Late Than Never Edition

Session 60 – The Better Late Than Never Edition

We took some downtime, cramped as the octagonal portal room was, and during this Belroar was able to finish several of his animal-body-part-recycling projects. Finklemur and Fitz also spent some time poring over their respective spellbooks, giving the both wizards chance to expand their repertoires.

(Sometime during our rest, Thorfus dreams about talking to his deceased uncle and Xen’Tellar, who warns him of danger in current task of locating the sphere, and offers him some guidance in how to proceed. Of course, none of the others know about this, except perhaps Araquiel.)

Chuq suggests a plan to get rid of the still-noisy zombies, utilising webs and the bottleneck the door provides. Thorfus also posits that we can use the airlock’s odd defence mechanism to simply fry them. The difficult part would be opening the far door and not getting captured by the undead or trapped in the airlock itself, which could be solved by Chuq’s shadow-stepping ability.

Eventually after a bit of thought and testing, we realise that we cannot really open the doors safely at all, and decide to leave the zombies to their own devices for now.

Finklemur shrinks Chuq down to just over a foot tall, and accompanied by Socrates, he starts scouting out the other side of the arrow slits, starting with the north-eastern one. The room beyond is a trapezoidal shape and doorless, with the only entrance being an elevator in the floor. The far wall is taken up by four metal lockers. 

He tests the elevator works first, using a panel beside it, which unfortunately makes an incredible racket. Luckily, nothing seems to react from below. Socrates is sent to explore the lower level, as the owl is still invisible, and notices that the tunnels connect all the elevators, as well as an additional one to the west. Several skeletal dwarves inhabit the tunnels as well, armed and armoured. There seems to be some valuables down there, and Finklemur gets Socrates to grab a scroll case and bring it back up to him. One of the dwarves also has a wand tucked into it’s belt, but he figures it would be too risky.

Belroar takes the time to inspect the dropping amongst the rubble, which he says comes from a lizard of some kind, which is definitely bigger than the dogs, and some sort of carnivore. Chuq takes the time to get the opinions of the three dogs on the matter, during which I’m pretty sure they discussed eating the droppings.

I worry for this party sometimes…

Chuq in the meantime is trying to open the lockers, but due to his current stature, it requires us to thread a rope through the handles and have the party in the other room pull it open for him. We get them all open in this fashion, and gather a collection of dwarven weapons and armour, some of it magical. Most notably are several multi-tools, part handaxe, part pick. There are also a few pieces of jewellery. 

 

It takes some work to get the items through the slit, and some are simply to big or too high on the shelves for Chuq to reach. Socrates is available to grab several of the smaller items also, mostly jewellery from the top shelves. Eventually, Chuq has to retreat as the spell wears off, and Finklemur goes off to rest and recover his spells. He does first open the scroll case, revealing a magical scroll that turns out to be ‘Protection from Elementals’.

Chuq questions the odd of the complex. Four rooms, which appear to be armouries, accessible only from below and a distant lift. Each is capable of covering the central room through the arrow slits, and any intruder will have to fight through both crossbow bolts from all sides, then get through password-protected airlocks that fry weapons and armour. It was obviously intended to be a gatehouse, easily defendable. It had fallen however, though perhaps from inside forces or a plague of undead.

After this, we decide to take the time to have Socrates carry rope and hook the lockers in the remaining rooms so we can get at all the gear within, and also have our wizards scan the items for magic. The only issue will be the north-western room, which has a cover of it’s arrow slit.

One of the rooms contains a rune-carved set of platemail, which lights up Thorfus’ eyes certainly, alongside more of the same axes, crossbows and bolts, but also a carved chest. Chuq uses his shadow-stepping to get through into south-east room, and grabs the runic armour, a regular set and the chest. He takes a second step into the north-east room, and passes the magical items from there back through the arrow slot, before stepping back into the central room. 

Thorfus of course dons the runic armour, feeling rather more secure in it.

(Riese, if you’re reading this, I heard you say I suck after I went to bed. Boo, unfair!)

The party finishes resting, giving time for Brice to heal everyone back to health, and Belroar time to flirt with Xelina. Once done, we gather everything up and decide to leave the chamber and head back up to the surface. Thorfus takes the time to lay out his uncle respectfully atop the wagon.

On the way out, we spot a single monkey automaton cross their path, heading south, prompting them to be on guard. We ignore it for now except for Socrates briefly following it to get a rough idea where it was going, which appears to be the workshops.

Next, we happen across a group of ten dwarves waiting at the bottom of the spiral tunnel. They seem nervous, and are identifiable as Xenilum’Khel Militia thanks to their uniform cloaks. Wary for ambush, we continue to approach them. They seem to be complaining about having to wait for a group down here, as most have already left and the Naga is still running around.

They hear us approach and recognise us, specifically Thorfus as being Dolmon’s nephew. They’d apparently broken through the rubble earlier that day, and they’re quite insistent to get moving and leave, so we let them escort us out. Finklemur disappears at some point, and I realise he must of cast his favourite spell.

At the top, a small opening as been cleared, and we exit into the sun. Another team of twenty dwarves guard the entrance, led by an older dwarf, who identifies himself as Haakun Colm, an ambassador from Xurnost’Khel. Several Brothers of the Worldforge are summoned to take care of Dolmon, and they reverently carry him away. 

We talk a little about the intentions of the Naga whilst the dwarves block up the entrance again, to be on the safe side should the Naga come looking for revenge. We then head off into the city, which seems to be quite deserted. We’re led out of the dwarven quarter, and told we have leave to return the day after. The lower levels are a bit of a contrast to our previous experience, and instead of being mobbed, we’re now being avoided. We head over to Desric’s cousin’s home before going to the Sleeping Collossus.

We fill Ghermin in on our side of the story, explaining on how Carrow’s group got a hold of the phoenix egg in the first place. He notes our successes though, particularly obvious due to Thorfus’ armour, so we offer him a pick of our spoils. He takes all the gems, jewellery and robes, as well as most of the multi-tools and hand-crossbows. Finklemur also offers up the scroll, but Ghermin says he’d need a trusted opinion of another wizard.

The trip all in all leaves us a hell of a lot richer.

(The recording cuts out here, but I don’t believe I missed anything)

 

 

 

 

Session 75 – September 23, 2015

Session 75 – September 23, 2015

After slaying the foul-smelling beast, and its two automatons, I claimed the platinum key from its neck. Belroar set to his usual skinning of slain creatures. His efforts yielded a battery with one charge that Axel took.

We moved our dead and tended to our wounded.

We then learned a lot from the desk used by that foul creature. My head is swimming with information. I hope I can remember it all.

We learned more about their devices and names for the destinations in the portal system.

This desk gave us a map of the complex and we figured out even more and targeted our searches.

We found a secret lab of the foul creature, and found some loot, and found some good items in the desk.

We found many batteries, and thankfully, one that was fully charged! I quickly put that to use in place of the one now depleted.

We found more spoils in the weapons locker. We found another suit of power armor, nicer than the first set we found in the tombs at Midmark. We left it in that room and locked that room, after retrieving everything else. We found more batteries, all depleted.

We fought two skeletons of ancient dwarves locked in cells. We took their helix robes.One skeleton hit me, and I just feel so weak.

We then went to the calculation chambers and were met with a number of shadowy undead, and we became locked in battle…..

And in keeping with my trend of last minute summaries… (NB: I actually had 75% of this done by Sunday, I just…

And in keeping with my trend of last minute summaries… (NB: I actually had 75% of this done by Sunday, I just didn’t have chance to finish it through work and sleep)

Session 74 Summary

We were back in that octagonal room, all crammed in, hirelings, cart and all. It seemed brighter now, no doubt in part to the massive haul of magical weapons we had… procured. It looked pretty much as we left it, the southern doors still held open by Finklemur’s magic. Chuq hadn’t heard anything but the incessant background humming, and I had took the lead in my armour, letting the magic in the helmet scan the area for threats.

What was different however was the smell, as I was told. Apparently the chlorine smell from the west had now spread into this area. Grip and Fang had instantly followed the source to the west door, so I headed over to investigate whilst Thorfus ensured our rear was clear and closed the portal behind us. Something had in fact changed, the door-control panel had turned red, but looking through I could see no other change or any threats.

We discuss our bearings, deciding to prioritise the northern passage first and wake up some more potential allies. As we do so, the sound of heavy breathing becomes apparent, and we realise it’s the voice laughing at us.

“I thought you might return, you swaggering fools. Proud of your stolen copper key no doubt, and anticipating an easy victory over one of your betters. Pride, especially unearned, leads to the fall though. And even for slaves have forgotten that to live is to serve, and all other traitors. Rot among the restless dead you have called for, there is a fitting end for those rotting with disobedience on the inside.”

I come all over with the desire to swagger across the room, despite the difficulty to do so in my suit, and announce to the room, “Damn right, I’m swaggering.”

Either way, the voice says nothing more, and the breathing sounds disappear. Desric remarks that the voice may not be all there. Entirely possible, since the voice may not have properly slept in it’s time residing over the installation, unlike Desric. There is also the potential for it to be an Overseer, but I feel that the breathing would rule it out. 

Chuq takes a moment to reach out with the ESP senses of the golden skullcap, circling the room. West, he senses something, possibly ancient dwarven, broken and fuzzy. North is empty. East he finds the sense of anger, unintelligent and wild. Finally to the south, he picks up the something recognisable, a modern mind in mild pain, heading in our direction. We draw weapons and approach the southern corridor. Infravision picks out a humanoid shape by the other door, with a roughly elven build.

It hides when I point it out to the others, so I head down the corridor. Trying to be non-threatening, I poke my head out and wave. Chuq calls out that it’s safe, and we see a half elf appear from the darkness. He’s clad in green-tanned leather clothing, good travelling gear, topped off with a red hat, worn jauntily over a long, braided platinum hair. He’s got a sword and backpack, and decently equipped. For all appearances, an adventurer, especially since it’s likely he’s come from the direction of the Skarnwode.

Questioning him, we discover he had indeed come that way, travelling through the Aramark Village. He has come all the way from Curanost, and a University there. Sensing that we aren’t looking to kill him, he gets very excitable, getting quite close to examine my armour until Thorfus’ sword interposes itself.

The half-elf is Edan, and he came here based on tales of displaced dwarven artifacts he read about in a book. He obviously isn’t sure exactly where he is, especially since the portal isn’t mentioned in any book, even asking if it’s our home. Apparently he discovered the portal on the advice of a half-orc, undoubtedly Uthruk.

We take the time to introduce ourselves, as he hasn’t heard of the Starchy Boyz, which is probably for the best. As we’re both exploring the ruins, he decides to join us as we carry on through. Since Chuq is probably using the skullcap to search the half-elf’s thoughts, I feel we can trust him to join us for now. Chuq lays down the realities of the location pretty quickly, pointing out the undead dwarves skulking around in the tunnels below, and their level of threat. I’m sure Edan thinks that there are three thousand, year-old dwarves below, rather than three, thousand year old dwarves.

As if this place wasn’t horrifying enough…

We decide to pair Edan up with Zelena for now, for mutual protection and to keep any eye on him. Harnath definitely taught us a lesson there.

Heading north, we cycle through the northern corridor and enter the cells area. It has remained undisturbed since we were last there. Thorfus and Chuq head over to one of the pedestals and begin checking on the entombed prisoners, predominately humans and elves, but also including a couple of lizardmen, all currently desynchronised. There is also the ogre we left synchronised since our last visit. They begin discussing our options with Derich, the humans are the priority, and following that the elves, though communication might prove tricky as they were brought here from abroad. The lizardmen will have to be unfortunately left, they suffered at the hands of the dwarves, but communication would be all but impossible. The ogre, who is hurt, angry and hungry according to Chuq, gets desynchronised to save him a slow death.

Whilst Derich heads down to the doorways, myself and Thorfus remain hidden up in the observation room, so as not to spook the freed prisoners. Cell by cell, the five humans are released. The first pair are obviously friend’s of his, Shuqayr and Guarinus greeting him with a hug. The other three are Hardi, Blaise and Apoline.

They are obviously wary in greeting us, but the Starchy Boyz are obviously mostly human, and I make sure to take off my helmet, keeping my arms well away from my weapons as they are brought up. Derich apparently tells them we are ‘traitors’ to the our ancestor’s regime, branded for sympathising with the other races the dwarves captured and enslaved. I am completely fine with that explanation. Naturally there is still a language barrier, and they lack Derich’s grasp of ancient dwarven and more modern languages. We make sure to clothe them as best we can, providing the old rebel’s armour and several large sacks to help their dignity. We also provide food and water, and some basic weapons, which we have surprisingly little of. 

Incredibly, for the second group, it has only been a matter of hours since they had been captured in an ill-fated infiltration attempt, sometime a year after the Crystal Tower fell, after Heaven’s Fall. Comparatively, Derich’s men had been there at least a week after Heaven’s Fall, long enough to have spent recreation time with the other prisoner’s outside of their cells.

Derich is also shocked to learn that the Dragon Emperor’s First Consort, whom he believed to have perished in Heaven’s Fall, had in fact survived and been captured by the dwarves. The First Consort was the one responsible for overthrowing and imprisoning Xena’Tel, allowing the current Xen’Tellar to come to power. The First Consort was also a Great Red Dragon.

After this, we free the elves, Derich going down this time with Edan as the humans said they could not speak to each other. Edan manages to speak to them, with some differing in dialects and a certain archaic lilt to the other elves’ speech. The elves are completely unaware of the war against the dwarves, having being abducted by chance from the continent by ‘metal men from the sky’. They initially even mistake Edan for their captor, but reveal they have been their for ‘many months’ from their perspective, let out occasionally to mingle with the other prisoners and play with ‘simple child’s toys’.

Most surprisingly they believe magic is not real, thinking it trickery. It seems ancient elves lack the magical prowess of their more modern kin, being more warrior tribesmen. It is only when Edan launches a magic missile at the wall do they understand, and are shocked and fearful, but see the benefits as Edan tries to explain it. They remark our group is a very odd tribe.

The main elf’s name is Sumnah. He asks to borrow a bow, and Thorfus gifts his to the elf as it often goes unused.

We consider trying the copper key on the portal to the north, and from what we can assume, it opens into another temple, likely on the mainland where the elves are from, but decide to wait until this area is clear. We do notice however, that with several cells now synced and not drawing power, the power in the area has stabilised. 

The prisoner’s rescued and somewhat clothed, the party heads back through the portal room to the western wing, being as paranoid and cautious as we ever are. The western door’s switch is broken, seemingly damaged by Haranth’s wrath. At first, Chuq is going to shadow-step passed and open it from the other side, but we realise we can pry the panel from the wall and ‘pick the lock’, by messing with the wires behind it. Chuq, Edan and Pons all struggle to get it to work however, and Chuq has to shadow-step anyway, using my massive shadow to do so. He is able to unlock the door on the other side, and it is spiked open. The code works as usual to open the second door, and it is similarly spiked.

The area beyond looks undisturbed from how we left it, but Belroar reveals that something big, with booted feet, has passed through into the security office and back again. The dogs communicate with Chuq an odd scent to whatever it was, only able to classify it as ‘bad’ and that it ‘burns’, and we equate that to the chlorine smell. Whatever it was is obviously the source, so we follow the scent up to a door. Our scouts are unable to hear anything beyond over the background humming.

Chuq hacks this door as well, and it opens into a large marble room. Three metallic shutters cover the western wall, and a desk and throne face us from in front of them. Two automatons flank the desk, and upon the from is the shocked visage of an enormous mound of flesh and metal, vaguely humanoid. It looks like a homonculus of metal and at least three different kinds of flesh, and it’s breathing is laboured, drawn through a mask and series of vents placed around it’s neck that is also expelling green fumes.

The gasping breaths mark the creature as undoubtedly the speaker we have heard throughout the facility. I want to pin it and demand answers, but Chuq opens up with some thrown daggers, and other members of the party follow this up with arrows and Jaeger, so I simply move into the room and prepare to charge. Thorfus has the room to get in close however, and throws himself at the monstrosity, leaping onto the desk to fight.

What follows is a brief and messy combat. I rush in to the fight, and the creature breathes noxious green gas all over us. Only myself and Thorfus are able to resist succumbing to it’s overpowering effects, but it still leaves us with hazy vision and short of breath.

It speaks here, calling us ‘race traitors’ and promising us death. This thing is a dwarf? It’s as big as an ogre!

It breathes out yet another cloud, and once more us dwarves resist. Chuq, Talon and Barmyr however, who came to back us up, fall prey to it and collapse. It is at this point the automatons, which were previously inactive, wake up and simply crush the two hireling’s skulls.

There’s a noticeable pause in the violence at the point, and then I think we all saw red. I briefly remember screaming for someone to save Chuq before he can suffer the same fate, and Belroar rescues the beleaguered monk. The rest of the party, rescued prisoners included, charge in to combat the automatons.

Thorfus takes an arrow in the mess that follows, and after we have rained blows upon the creature for some time with seemingly little effect, he flips the switch on his sword and executes it with extreme prejudice, inflicting what must be a dozen wounds in a second. After that, the party makes short work of the automatons.

As the dust settles so does a feeling of grief. It’s never nice to lose a member of our group. Barmyr was the last of the Mercers that joined us after the adventure into the Kobold’s warren. Talon was as brave and strong as he was boastful, and it seemed such an ignominious end for a man who survived so much.

Chuq is thankfully safe, and Derich is clearing out his lungs with the air bladder, but it seems the Starchy Boyz may have won a bittersweet victory here. 

 

Session 73 – September 9, 2015

Session 73 – September 9, 2015

The night before returning to the depths of the city, Chuq found that he could shadowstep with the mask, and further that he could shadowstep with the mask and carry Belroar in a fireman’s carry.

The next day was overcast and rainy, so Chuq could not use the mask to shadowstep, so Finklemur made him invisible and he walked in our midst. As we passed each gate, Thorfus left 2 g.p. so that the dwarves he had not yet bought drinks could get some when they were of duty.

Once in sight of the now mostly cleared temple of the Nagas, Chuq shadowstepped into the entrance, avoiding Marchmain and others he had gathered around to great us.

Marchmain made a big production out of encouraging us, emphatically calling us the Starchy Boyz, to get the Naga ASAP, for the greater good and in service to Xen Tellar. However, after he sent all the witnesses to his fancy speech away, he said that he would understand if we sought out magic items first.

Marchmain then mentioned that two young dwarves of the Ironhand Clan, here with the Militia, the most recent rotation from Xenilum Khel, asked to be my honor guard. 

Dorea Burstow, the commander of the Xenilum Khel militia introduced me to Hisham & Reinold Ironhand. They were proud of the things that had happened with my elevation to leader of Clan Ironhand. My mother was proud and even though I had not written her personally, my change of fortune has greatly softened the blow of learning of her brother’s death from strangers. Elders of the clan are being consulted by members of the council. In general the fortunes of the clan have greatly improved.

They ask to stand post at the manor house we are using, and Thorfus grants it. Thorfus advised them to keep their mouths shut and eyes and ears open in matters of Clan Ironhand business. Thorfus inquires if they need anything, or if they have heard anything he needs to know. They inform hims that probably because he has not formally been elevated that he is not expected to provide something for the militia muster.

After getting all the information he can from them, he obtains paper and pen and writes a just in case letter to his mother. Thorfus cautions them not to give up too soon, and send the letter until his companions give the word of his demise. [Letter in separate posting.]

Thorfus then hustles to catch up with Marchmain and Dorea, and offers some payment for the Ironhand Clan’s share of the obligation, and they echo what the young lads said. Of course, the Silverthrone Company name came up as helping out and covering things for now. Dorea will think about what Thorfus can do while away in the dpths of the city. Thorfus did confirm that his usurping predecessor did nothing for the muster, and did not help the honor of Clan Ironhand.

Thorfus then runs to catch up, and as he enters the entrance he says loud enough for the workmen to hear, “I don’t know why he waited until after the crowd dispersed to tell us that it was OK with him if we went looking for magic items and artifacts first. I will never understand merchants.”

We go down and make sure we are not followed. At the four-way, Fang detects mechanical monkeys to the south towards the residences, but we do not pursue. When we reach the courtyard near the Naga, we find the large automaton, the fountain, and some monkey automata smashed. We learn that the Naga ambushed them.

Chuq opened his mind to the Naga and let her know what he knows. The Naga communicates it to Derek. Derek responds, “Oh, My!” in modern common. He is learning, but not fluent.

Belroar discusses his plan with the Naga to get Marchmain down here so she can ambush him. The naga tells us that she is afraid to confront him, based on what she learned from Chuq.

We give Derek the clothes, armor and weapons we bought for him. We then convince him to join us on the other side of the portal to attempt rescue of more prisoners, etc. He agrees.

We head back to the portal. We view the area we know all too well first, and it looks to be as we left it. 

We then cycle through each of the other three rooms. The first is a botanical research area. there is a voice mentioned the need to wear biohazard suits or get decontaminated to enter the research area. The door to the west had signs that something had pushed or beaten against it.We identify the doors and loot a cabinet of two yellow dwarf six bio hazard suits, and some other items. We use the copper key to lock the pedestal to prevent anyone from coming from that direction who doesn’t have the right security key.

Second, we find a room with an hourglass shape and a door to the north and south. There is a female dwarven voice talking about 30 seconds to lethal countermeasure, but the copper key stops it. We find dead elves, gnomes, and ancient humans. We loot them of a variety of magic weapons, armor and other gear, and several mundane items. We loot all, and apportion it among our party. Derek says that the ancient leather armor was worn by the rebels under the dragon emperor. He did not know about the dark skinned elves and had no idea what a gnome is. We then used the copper key to lock that pedestal. NOTE: Either side of the pedestal had globes that sent out threat detection pulses like Axel’s armor. We suspect it will also blast anyone standing there.

The last room was a cross-shaped room with a door at the end of each hallway with a window in each door. Through the doors we can see another pedestal with a different configuration, and large chrome like globes that remind us of the previous room.  We can also see that in a short distance past each door, is another door at the end of a short hallway. Chuq does a scan with the helmet and detects something, perhaps not intelligent, or at least not understandable in every direction except East and West. We then use the copper key to lock the pedestal and a voice tells us that until the issue is fixed that the pedestal has been locked. In other words, had we come through and closed the portal, we would have been trapped. 

Secure in the idea that no one can come from the other direction without the right key, or solving a problem and having the right key, we control access to the throne room.We then prepare to enter the area with all the undead with the intent to rescue ancient prisoners and recruit them to our cause, and perhaps find a way to recharge our dwindling batteries.

Belroar gave Thorfus his last will and testament, in case anything happens to him.

This was a very interesting session. I am interested to see how much XP we get for all the loot we found!

Session 72 September 2, 2015

Session 72 September 2, 2015

The party is unceremoniously escorted out of the Dwarven HQ/mansion. Thorfus speaks with Idony about the behavior of the SilverThrone private troops (not a friendly bunch, about a handful) She wanted to speak with Marchmain about a personal matter but he left before she could speak with him. On the way out, Thorfus greets the men milling about the wagon. The one who talks, knows Thorfus. They are with Mercers with Odard & Adelard Pickard. Odard has been in the SilverThrone base for hours since a little after dawn. 

News – Alain Grell pirate in Midmark bay, Newton on the mend, Sea Hill is plagued by Ogres and Goblins, Scale has problems with Giants. Thorfus returns within the mansion to ask after Odard but is told that he won’t be available until after his meeting with Marchmain.

Returning to the adventurer’s quarter through the upper city, Thorfus speaks with various Xenilum Khel guards about Ogres, Goblins and Giants harassing village close to Xenilum Khel. He is taunting them by suggesting they would be better used pacifying the countryside. Those he speaks with are confident the problem will be dealt with eventually.

First stop is the Sleeping Colossus for baths and hot food. The patrons are all Dwarves but one elderly human. After the baths Throfus speak with the elderly human, Ancelm Wardele an apothecary. Thorfus buys him a drink of mead. Thus starts several rounds on the house by Thorfus, wetting tongues and loosening lips. The dwarves in the colossus are more concerned about the Ogres and Giants but are confident they will get what’s coming to them. He learns there are a good number of clans moving to the lonely isle. It’s not very clear why the clans are moving but their absence is as good a reason as any for Ogres, Goblins and Giants milling about. 

Thorfus checks on the activity of the upper city via the scrying mask. He notices one dwarf warrior in chain mail with what might be a Silver Throne insignia.

Odard and Adelard eventually arrive and join the Boyz for some drinks. Odard was sent by Peter Thorell and Phyllis Chaumbire to express Vargen’s displeasure that the lower city is closed to adventurers. The adventurers passing through Vargen was a source of income for all of Vargen. Thorfus feels out Odard and learns that Phyllis Chaumbire might like to know about Thorell’s connection with Marchmain. 

Caton Elerio arrives and asks after Chuq after Odard has drifted off. Thorfus explains Chuq’s situation. She wants to petition for his release. Thorfus advises caution. The party less Barmyr leave the Sleeping Colossus for the Raptor lair after Caton agrees to help in other ways. 

At the Raptor lair, Belroar notes that as many as six dwarves have inspected the lower city entrance. Araqiel explains his impressions of Marchmain and Chuq (who’s mind was no longer at the meeting). Then they return to the lower city (noting the autonatom wreck is smaller and missing an arm) to report and introduce Caton to the Naga. Caton is introduced to Derick and the Sister. She agrees to carry the Marchmain letters to Midmark. On the way back a movement to the south draws us to investigate. 

Belroar leads the way, following tracks 120 feet south pass three intersection. He turns to the east, after a short passage it opens into a 30 x 30 empty room. He is sure their prey came this way. Pons notices a small secret door where the trail ends. A secret doggie door! There is a small tunnel 3’ high, 3’ wide leading straight away. Deciding we all can’t follow the trail, the door is spiked on our side. We’re so nice…

Back at the Raptor lair, we obscure our tracks. Belroar adds Gorilla paws to the tracks. The Boyz head back to the estate after escorting Caton to the Sleeping Colossus. Odard and Adelard agree to escort Caton back to Vargen, not aware Caton has Marchmain’s missives. 

The next morning, our familiar look outs report a sizeable contingent of Dwarves marched directly into the Raptor Lair and after a seismic disturbance, they return to the upper city. That afternoon the Mercers and Caton leave for Vargen. 

On the third day next, while Axel, Talon, Belroar, Fitz and Finkelmur are training/trading spells, Thorfus reels from a knock on his noggin. Spinning at the ready with sword in hand, he is startled to see a blood caked bedraggled (and somewhat over ripe) Chuq sporting a lopsided grin. Thorfus can’t keep his eyes off of Chuq’s postulant and puckered head. The golden mind reading skull cap is melted into Chuq’s head, the surrounding skin burnt and rancid. The Mercs lounging about are sent for hot water, soup and food while the two Boys compare stories. 

During the following days, in between training and provisioning for the next delve into the lower city, Chuq’s tale is shared with all the Boyz. They know Thorfus’s dead uncle Dolman’s spirit explained that while Chuq was invisible and unconscious, his mind was in a dream inside a prison, a dream of a real place. The prison was Xeno Tel’s, an ancient dwarven machine corrupted by the rebels. It is also his fortress where his true self is preserved. Only by removing the rebel corruption will Xeno Tel be able to escape. An outside signal recently woke him from his millennia long slumber. 

Xeno Tel needs Chuq to carry something back into the real world. This is learned when Dolman had Chuq witness Xeno Tel interrogate, then destroy Thorfus. Dolman explained he is a false memory for Thorfus that Xeno Tel allows to exist, fated to meet then watch Thorfus die at the hands of Xeno Tel thousands of times over. 

Dolman’s last lesson is that the prison/fortress contains an information cube library of all the ancient followers of Xeno Tel (the Rightous). They are literally saved and Xeno Tel wants to loose them on the world. Chuq is shown one such cube, saved in a place of honor separate from the multitude. Reading the ancient dwarven script through Dolman’s mind, it is labeled “Marchmain Sivis, First Consort to Matriarch Captain Anglana, Master Architect of the Crystal Tower, and Chief of Intelligence for XenoTel2.

Naturally we are all concerned that Chuq has already carried “something” to the real world as he easily escaped from the SilverThrone HQ by shadow stepping out of his bonds and out into the city of Xen Khel. What does it mean that Xeno Tel amuses himself by destroying Thorfus over and over again? We were all leery about Marchmain but no one ever thought he was an ancient returned to the world of the living. Araquil has little to add. We hope Derich and the Sister can help. All we have to do is slip Chuq past Marchmain back into the lower city…. 

Session 71 – August 26, 2015

Session 71 – August 26, 2015

We dragged the bodies of Holliver and his lieutenant out of the hideout and down into the city, along with loot. We saved Holliver’s head for later.

We put the boxes back in place.

We managed to find the naga and worked out a plan to visit Marchmain and report back to her in a week, after training.

We left out ancient rescuee with the naga.We also left the information cubes and power armor with her, just in case.

Upon our return to the surface, we found the former temple entrance where the three naga sisters did their judging much repaired and cleaned up. the head of the dwarven guard was none too happy at our return, hoping it was his missing dwarves in power armor.

We were taken to the same building where we met with Marchmain before. Part of our brilliant plan was to have Chug be invisible and use the mind reading skullcap/helmet.

On the way to the building, we passed some humans standing around a wagon, that Thorfus has scouted with the face mask, that he used to check things out before we surfaced. As we passed, some of them said to each other, “Are those the Starchy Boyz?” We did not engage them to learn more.

We bartered our way through the gems and other non-magical things we found and made an impressive haul. We also arranged for training for those that need it to begin the next day. For our payment we requested gems, to lighten the load, and until a load of gems is obtained from Xenilum Khel, we have a letter of credit from Marchmain. Marchmain gave the “appearance” of believing us that our charmed Raptor was really a plant from us and he just found the last opening that Holliver said we already knew about.

Unbeknownst to the rest of the party, something happened to Chug, adn as we prepared to leave, Axel stumbled on his unconscious body, and said, “We have a spy here.” that ended any chance we had to coe up with an excuse that might let us get out of their with Chuq.

We left perplexed and worried about our companion.

“Kottar” was unable to get a reading on Chuq, but told us that Marchmain was a much deeper emptiness than he sensed with Brice.

What happened to Chuq we may never learn in game, but were privy to it after the information exchange, and trade was completed. 

When Chuq tried to read Marchmain’s mind/motivations/feelings to learn if he was being honest about how much he would give us, Chuq felt vertigo and a sense of falling. He slammed into the grass, and was in the same place that Thorfus, Brice, and Kottar had encountered Brice’s deity before, on a grassy plain.

“Thorfus” appeared to Chuq and claimed to have been trapped their since he dreamed of this place when at the Sleeping Colossus. “Thorfus” knew a lot about this place and took Chuq by the hand and transported him to a library filled with information cubes. One he found had “Thorfus’s” uncle, who came out and moved, but was a mere automaton/apparition.

“Thorfus” knew someone was coming, and transported Chuq back to the grassy plain. This time “Brice” appeared and was obviously angry with Chuq. Chuq fought her and “won”, but is now “back” laying face down on the floor and unconscious.

Will Chuq be interrogated and give up our secrets, if he has not already? Can Chuq escape with his shadow shifting ability? Will the Starchy Boyz find a way to rescue their friend, or will they become trapped themselves, or worse dead?

Tune in for the next exciting episode of Fools Rush In….

* IN BEFORE THE LOCK *

* IN BEFORE THE LOCK *

I am the last minute king. Seriously though, pretty much the last two hours of the recording is the discussion on what to do with various things. Condensing that was hard…

Session 70 – Summary

I took to the back of the party as he headed up the Raptor’s tunnel to reach the surface, mostly so my ancient Dwarven armour didn’t cause any issues. It wasn’t exaclty subtle stuff, and the gods know I was making quite the racket, but I couldn’t help but feel extremely powerful within it. The odd display on the visor-less helmet would take some getting used to though, as would the ancient language the suit spoke in.

I made a note to learn some ancient dwarven when I get the chance. It’s long been a point of embarrasment for me not to know the language of my ancestors, especially with so many of the non-dwarven members of are group knowing it. Perhaps I’d ask Finklemur to teach me, the old wizard knows more than many would realise.

Speaking of the old man, he’s been worrying me of late. A lot of his usual exuberance has disappeared, and although he still assists the group with the old spell and his new familiar, it’s still disconcerting and I wonder if the man is feeling his age. Feels odd to say, being as the wizard is only a few years my senior, but humans don’t enjoy our longevity. Even Starchie seems to have faded into the back of the party, the loyal canine is probably worried for it’s master.

It was nice to see him break out the old charm spell though. The elf myself and Chuq had caught tailing us was now quite happily leading us up the tunnel, firmly decided on joining us and earning some riches. He leads us into the Raptor’s hideout, warning someone there of our approach.

The Raptor waiting is a human female, Piroska, somewhat unsurprised at our arrival. Chuq asks after Holliever, who is out but should be back soon. It seems the Raptors are in final preparations to leave. As usual, the party is utilising the mind-reading helmet, and Chuq seems to be employing that to test the woman.

We decide to wait to meet him in the dining area, and the party spreads out in preparation. Piroska leaves us to go continue packing, and we decide to send Pons out to scout, letting Socrates out in the process.

Before he leaves, he tells us Tomas is dead, killed in some altercation with Holliever, leaving the second in charge of the Raptors. Once outside, Socrates’ link with Finklemur confirms that the Raptors are packing to leave, a large wagon being loaded in the yard. Belroar, Sturloc and Kottar head upstairs to set up an overwatch in the upstairs windows, whilst Chuq and Thorfus check out a number of the ajoining rooms, including one used by Holliver personally according to Pons, although they don’t find much of note. I personally take position right in the centre of the room and fold my arms, looking as imposing as possible. I imagine it looks quite unnerving. It helps that the armour allows me to stay perfectly still.

We spend some time discussing our options for leaving the city, and what to do with the Raptors and other groups on the mountain. Eventually, Belroar spots Holliver returning. When he enters the building, he seems surprised to see Chuq and Thorfus waiting for him, but heads into the dining room. Chuq shuts the door behind him, seperating him from his entourage, but he pleads accompaniment, fearing magical coercion on our behalf. I let Thorfus and Chuq take the lead in the interrogation, they’re the ones or primarily dealt with the dealings in the upper city.

There is talk of negotiating deals for information, and thankfully he is unaware of the golden helmet still perched upon Chuq’s head, though I’m not sure how much it helps the conversation. It’s easy to see Holliver is wary though, a lot of distrust on both sides. They decide to deal with him though, and allow him to have a partner enter the room, and Belroar calls out to a guy called Roland. In return, Finklemur and Fitz leave the room, heading upstairs to wait with the Belroar. Holliver and Roland take seats at the table, and even compliment my suit. I take the time to activate the threat-detection aspect of the armour, which labels them as ‘potentials’. It also speaks to me, so I try and memorise what she said so I can get a translation later.

The meeting begins, and we promise gold in exchange for information. They start by talking about Vargan. Chuq apparently sees in Holliver’s mind that devilfish are still at large, and large humanoids, possibly giants have been seen also. He also sees Alain Grell. Chuq asks about Grell’s Lambs, exchanging Thorel’s voucher. Holliver notes that he’d recently received a letter of introduction to Thorel from Marchmain coincidentally. We learn that Alaine has begun pirating, captaining a vessel in the bay and capturing several ships in order to build a fleet. He’d been enslaving the sailors aboard, and if any women were found, he shaved thier heads and branded them with a paw print. We receive this with some disbelief, our dealings with the Grell’s predate our groups now-famous name, but it couldn’t just be chance. I try communicating mentally with Araquiel here, but it seems the devilfish spirit no longer has the ability, or otherwise chooses not to reply.

They ask some more about the Raptor’s dealings with Marchmain, particular the changes incurred in the sudden change of leadership. Holliver is convinced we charmed Tomas into gaining the position we did. He points out the dealings that pretty much placed the Starchie Boyz as the only group with access to Xen’Khel. Talk turns more to Marchmain and the silver throne. We learn that some fire giants have reopened an old dwarven mine to the north, led by a genius of thier own kind with a penchant for creating weapons, and a number of slaves are involved and the entire operation is supported by the Silver Throne, which is sending equipment over from the Lonely Isle. They are building something.

We learn that the power-armoured dwarves are a special forces group from Xur’nost Khel. They didn’t really mix much with the other dwarves, but were under Marchmain’s direct command. There’s some worry as to thier location, and they’re overdue for return. The group of soldiers Lupaa killed were down there to look for them. Marchmain is quite upset at thier disappearance apparently, and the armour they wore may be quite new, if a little fancier than the stuff I wear. That is worrying, if the Silver Throne can build this stuff, it’d given them an edge, but it might also mean myself and Thorfus could get a hold of more power supply boxes.

Finally, he tells us more about Newton and the area around the Vargwater. Newton has been apparently cleared, but is still under siege. It’d be nice to head over there if we get chance, do something simple for a change. Death Gulch is having increasing problems with the simian automatons, who are attacking more viciously. The devilfish have moved up to attacking ships in Vargen’s harbour and fishermen in the Khelwater. Holliver also explains how he got Marchmains support and the letter, which was simply information.

Chuq heads up to ‘fetch the money’ from the party members upstairs, but instead drops the message that we’re gonna attack. We’ve got what we need from him, and he sold us out, so we decide to end it here.

When Chuq returns, we strike. Thorfus starts us off, whipping out his sword and going for Roland, whilst Chuq lashes out at Holliver with his fists. I charge into support Chuq, pounding across the room yelling ‘Threat Detected’. The armour responds with something I don’t understand, but with my augmented strength I cut the man deeply with my sword. Holliver yells betrayal, and whips out a dagger, swiping at the more lightly armoured Chuq, who goes back at him with the multi-tool, allowing me to deliver the killing blow. Roland fails to best Thorfus at all, and Derich confused by what is going on, launches himself at Roland fists flying. This is apparently surprising enough that Roland is quickly beheaded by Thorfus. We take the time to loot thier equipment, Derich accepting their clothes.

Outside, it seems Finklemur put most of the Raptors to sleep with his magic. Sturloc, Kottar, Talon and Belroar have taken care of the rest, killing two, one evidently mauled by Belroar’s dogs. The rest surrendered and have been tied up. We start bringing them inside to talk to, and take the time to check the wagon’s contents. We huddle the sixteen survivors in the dining room, disarmed, bound and under wathch, and we head into the other room to discuss our options. We have Holliver’s letter from Marchmain, confirming the latter’s intention to recommend them to Thorel, and also the actual letter of introduction, which even obliquely mentions us as ‘old friends’. We’re unsure whether we can trust Marchmain anymore, and escaping the city seems to be a priority. Doing so would be difficult, we’d likely have to leave much of our loot behind, and we’d also lose access to this tunnel as the dwarves have been systematically collapsing all the hidden entrances.

Thorfus posits it may be worth going to speak to the dwarven military commander from Xurnost’Khel. Other options are to try and hide and train within the lower city, find the Naga, or continue exploring, even try and track down the armoured group. Belroar points out that in worst case we could leave via the Skarnwode portal. Another suggestion is going to Marchmain with Holliver’s head, claiming him as crossing us and continuing to work ‘with’ the Silver Throne.

It seems for a long time we’re simply going to run, I’m not adverse to it, returning to Midmark, regrouping and resupplying, using what we know to gain a better position before returning. I myself am worried, everyone around us seems to be dying after dealing with us, it might look a little suspect. For the Raptors, we decide it might be best to simply let them go, pack them off and let them head to Vargen as intended, but with recommendation letters to the Mercer’s Guild rather than Thorel.

Whatever we do, Derich decides he wants to stay here with the Naga. He reminds of us of the plan to leave via the main entrance and continue playing along with Marchmain, as we discussed with Lupaa. We can foist off Brice’s death as collateral of encountering the Naga, dying alongside the rescue party that Lupaa had killed.

After a very long discussion, we decide to stay, heading back down into the city, meeting with the Naga, then heading back up to meet with Marchmain. After a brief helmet-assisted-interrogation to see what they know of the situation, we pack off the Raptors with thier newly written documents and some tips for Vargan, Socrates watching them leave to ensure they complied. Only Pons remains with it, the others distrusting him and aware of our charming of the elf. Once they’d gone, we packed up and started down into tunnels.

Session 68 August 5, 2015

Session 68 August 5, 2015

7:40 am 4th of Galrilden.

The party is strewn all the way from the elevator locker room through the demolished gallery pedestal room along the connecting southern microwave airlock pass the portal octagon, the western microwave airlock and it’s adjoining administrative hallway and finally what appears to be a security office. Belroar and Finkelmur can see Axel, Chuq and Thorfus recovering from their melee with Power Armored undead Dwarven security officer through the window in the administrative hallway. The three are scrumaging among the debris and furnishing piled over the elevator in the NE corner of the security office. Axel and Thorfus secure the power armor as Chuq examines the doors to the north and west in the office. 

Meanwhile in the administrative hallway, Shadows cast by the floor lighting coalesce into humanoid shapes! The Shadows move threateningly towards the Boys in the administrative hallway. At about the same time a ground shaking rumble is felt and heard from beyond the closed door to the portal octagon. 

Fitz watches on in horror as a column of flame erupts from the floor of the portal octagon engulfing the space previously occupied by Alick de la Porte, Arus, Filthas and Recusson. The flame cracks and buckles the ceiling as the flame rush upwards. Swept up by the thermals, the victims’ ashes rain down on a mortified Fritz and a chanting Haranth. Realizing we are betrayed, Fritz lets fly with a Sleep Spell. Haranth shrugs off the attack.

In the administrative hallway, Zelina is felled by a shadowy attacker. They are not affected by normal weapons and resist natural and magical light. Working as a team, the Boys with magic weapons safeguard their compatriots. As one shadow after another is vanquished, we realize all are dwarven in shape. Possibly more of Derick’s work… 

Owyn, Laurente and Talon notice the action in portal octagon through the arrow slits. They rush to the octagon, surrounding Haranth. Each attempt to strike the bastard is a focused act of will. Haranth’s dwoemer keeps him alive the whole time the Boys are engaging the shadow. Fitz dashes to the west microwave airlock to alerts the Boys in the Administrative hallway about Haranth’s betrayal. We are still mopping up the shadows as he arrives.

In the portal octagon, Haranth says a command to Talon. Our loyal sergeant of arms side steps, allowing Haranth to dart away to the south. Uthruk, Chuq, Belroar, Grip and Fang pursue Haranth past the dead giant lizard, through the southern door and the shimmering blue portal into the jungles of northeastern MidMark.

Haranth is spry for an old guy, it takes some time to overtake him. All the same, Grip makes sure this was Haranth’s last day on Earth. It wasn’t necessary his god’s fangs but his life did end the way he wanted. For good measure, Talon delivered the coup de grace.

Catching our breath over the lifeless Haranth, Uthruk explains he is ready to parts ways with us. Belroar and Chuq express their regrets to see him go. Uthruk patches up Chuq one last time and wanders off into the foliage. 

Back at the Xen Khel research base, Zelina is stabilized while Thorfus and Axel organize the Mercs. The party loot carried by Haranth’s victim’s is recovered, some is intact and some coins are melted slag. It’s doled out amongst the survivors. Unfortunately, there is nothing left of their bodies to recover. Not even bones or teeth!

The Power Armored undead dwarf had a Copper security key about his neck. We use it to activate portal in the octagon. All together, the Boys return to the temple below Xen Khel.

The quick eyed Belroar notices heavy dwarven strided foot prints that approach the portal arch. They all go towards the portal, none return. Thorfus uses his portal stone and copper key to deactivate the portal chair. We hope this will strand those Dwarves on the other side. Before leaving, he confirms the throne is deactivated by attempting to use the portal stone only. The throne was unresponsive. No one else should be leaving this way either. 

The Boys begin the march to the surface. We send Socrates to scout the hall of pillars before us. He reports that there are signs of battle in the hall. We approach in force expecting trouble. Belroar deduces that a dozen dwarves were involved in the fracas. He also notices marks of a large snake contemporary with the battle. He is confident these dwarven foot prints are different than those about the portal throne room.

Thorfus uses the scrying mask. All he learns is that Xen Khel is currently shrouded by clouds at this time. Now we have a choice to make. Return the way we came, knowing full well that our agreement with Marhmain has not been honored OR seek out the potentially wounded and angry Naga to conduct our pre arranged parley after apologizing for being late OR slip out via the Raptor route. Which will it be?

Once we’d, or rather Thorfus’ magic sword, dealt with the giant bloody lizard that had eaten it’s way through a…

Once we’d, or rather Thorfus’ magic sword, dealt with the giant bloody lizard that had eaten it’s way through a window to get to us, everyone’s thoughts had turned to setting up camp for the night.

We checked out the area. More skin scraps and lizard dung mostly. The odd smell had gone, replaced with one of rot, reptiles,and most tantalisingly of all… nature.

Back within this strange compound we can hear the undead wardens, still muttering and cursing. It sounds like they’d begun to feast on the corpses of thier dead.

What worried me was the whatever power this place ran on seemed to be waning. The lights flickered, and the incessant humming faded in and out intermittenly. It worsened the more we used the lift, the entire contraption would shudder and slow occasionally.

We find the southern entrance does indeed lead to some unknown area of jungle. The reptiles are no longer within sight, which is relieving to say the least. Oddly, insects we can see in the jungle don’t seem to want to enter, even with the bounty of a freshly slain carcass.

I approach with Thorfus, Chuq, Uthruk and Derich, and we take the time to test it, wary of traps. First we send one of our poor chickens. The poor thing damn near had a heart attack when it thought it could escape into the jungle. Eventually, Derich steps through, though we were all sorely tempted, just for the chance to be outside again. He’s able to return easy enough, and I take the oppurtunity to step out myself.

The door is more of a portal. A door way with no frame, literally a hole in the air. Wondrous to be sure. It’s night, and I take the time to look at the stars. They are as I’ve learned them to be, meaning we’re still somewhere in Curabel. Derich looks too, remarking they’re different for him. More evidence of his long slumber if I understand it rightly.

Thorfus joins us with his strange mask, wavering a little as he stepped through the portal. He stands for a short time, muttering commands to it. He gets no signal from our current location, but to the east and west are Xen’Teller and Xen’Khel respectively. We dicuss for some time our potential location, and I strongly suspect our place to be somewhere in Curmidden’s jungles.

It is during this conversation Derich reveals that the Lonely Isle was the location of the Crystal Tower, and that ‘we’ destroyed it. I’m intruiged but we move on.

Derich himself wants to take his leave here, but we convince him to stay. Not only do we need him for his knowledge, but he could barely speak to us, a group fairly educated. The outside world, the modern world, would be difficult for him.

I caught Uthruk giving the jungle some longing looks too, but he joins us.

During dinner, that sinister, rasping breathing sounds throughout the compound again. It says in the language of my ancestors that it is unfortunate that we live, and the portal is not under thier control, so we should escape whilst we can. We may have found a personal access stone, but slaves that don’t serve end up dead.

We set up watch for the night. Bedding within the lower chamber and locking the door. Most of our ranged fighters sleep upstairs, using the cart as a barricade should the larger reptile return.

During the last hour of my watch with Kottar we begin to hear the undeniable sound of drums, distant and rhythmic. I watch the jungle looking for light and wait. As it gets closer, I can hear shouts and chants, and eventually see lights through the brush. I wake up the other fighters.

We watch as a group of tribal islanders enter the complex in a procession. Their leader is a big, imposing man, clad in intricate, dwarven-made armour and wielding a glowing dwarven sword. He has an old man in robes and chains as a prisoner. Following them is a female priestess with a large feathered headdress, accompanied by an honour guard.

The group pauses, shocked at the sight of one of the raptor corpses. We listen to them converse, they use an odd dialect of common. The prisoner is pleading; ‘a god is dead’, ‘the offerings are missing’. Apparently he failed the tribe in someway, and will be a new offering. The prisoner is dragged forward and chained to the reptilian statue in the centre of the room, and more shocked stares are directed at the larger reptile corpse.

The chief prays to the east, the raptor cell, asking the gods for protection from thier gods, to leave them in peace.

Soon after, the procession leaves, the drumming slower, but eventually bursts in to something more jubilant as they disappear into the jungle again. We wait for a while, before heading down to speak to the old man.

He gets scared at the sound of the door opening, but it turns to confusion when he sees the two dwarves and two humans approach.

We exchange stories, though the man is baffled that those who speak like city-folk can kill thier immortal gods. That myself and Thorfus were the same race as this place’s creators didn’t help much.

Apparently the raptors, thier gods, awoke at regular intervals, and it seemed our actions had awoken them out of time. They’d attacked the man’s, Shaman Haranth of Aramark, village killing several people. He’d been disgraced and replaced by his apprentice Shera.

We learn that we’re on Midland, about a week’s travel north of Midmark, deep in the Skarnwode. The Dark King is far to the west, unseen apart from scouts. We learn some more about the area, an intriguing ghost village included.

We test him, utilising Chuq’s mind-reading hat, we’re ascertain how much we can trust him, and his lack of understanding of the dwarven language. Finklemur attempts to charm him, but fails. He passes it off as another test.

We unchain him and return to bed for the final watch, taking him with us.

The next day, we decide to try and enter the admin area using the gold key. Returning to the portal room, we set a guard at the broken lift.

Thorfus successfully gains access, then Uthruk passes through the doors to ensure the code still works, before Thorfus leads a group through.

I wait for a while as they scout the intersection beyond. Chuq seems to disappear into the shadows as they look north. Moments later, Finklemur begins casting, and Thorfus pushes a button, eliciting a loud burst of static even I can hear. He shouts something.

Fitz and Haranth retreat back through to us, and I and some of the other fighters step through to assist, but we are slowed by the door system. Belroar has run north, whilst Thorfus fights one of those floating lightning orbs, getting shocked in the process. I see Finklemur blast at them with magic, and round the corner to see Chuq fighting a dwarf in power armour. It is more intricate than the set I possess… and operational! It is straining against one of ol’ Fink’s magical webs.

I see Belroar down a second orb, then Brice and Derich attempt to turn the dwarf with different methods but to no effect. Chuq hands out spears so we can safely attack it within the web, and I charge, Chuq, Thorfus and Belroar at my side. It doesn’t react to our blows, and breaks free of the confining magics.

I toss down the spear, drawing my glowing longsword, and plunge the blade between seams in it’s armour, feeling steel bite into decaying flesh. This attack causes it to falter. Taking the cue, Belroar utilises his scimitar, scoring another hit, and Thorfus is able to finish it off, bringing the hulking dwarf to it’s knees.

The battle over, my thoughts turn to deactivaring the armour so as not waste whatever power might remain in the power box. It seems Chuq was unable to remove it from the back. I remove the helmet, the armour colder than it probably should be, and the reveal the interior to be frosted over.

We all breath a sigh of shock and relief at that, myself especially. The dwarf within was a Wight. I resist the urge to scratch at the scar on my chest, still oddly cold from my last run in with such a powerful creature.

As I fiddle with the armour, the others loot it’s equipment, a magical multi-purpose axe and most importantly, a copper key.

Now it seems we can leave, most thankfully. But it also means we can more easily get around this place. I suspect, due to the louder humming, we can access whatever powers this place to the south. Perhaps we could find more power boxes there, or at least a recharge point. It would be nice to get that suit moving, and now we had two.

However, there is also the mystery of the voice, and whatever mysterious power has been working against us down here.