Friday 24 December 2021

Session 78: "Should we stay or should we go....." or "Where the hell is he? He'd be late for his own......"

 The water kept receding. So much so that before long their island was a small rise in the centre of a cavern. The 3 waterfalls meant a climb of some 60 to 70 feet out of the cavern to get back to the tunnels. They sat and rested. After a short while they heard a familiar hello. Fabien and Bandur were stood at the top of the waterfall the rest had descended not so long ago in their water bubbles.


Fabien: "So....what you been up to? Doing nothing by the looks of it, just sitting around waiting for the boys to turn up, Well we're here, so what now?"

Garet just shook his head.

Aramil's bubble had really burst now.

Once Bandur and Fabien had climbed down the waterfall the group decided to take a long rest and recover. Zindra replaced used arrows then Both Fabien and Zindra left by pendent for Axeholm.

Grog took out his small 1 inch cube of metal and placed it on the floor. He cast an incantation and the cube transformed into a 20ft square, 30ft tall tower. He spoke again and a door magically appeared. He ushered everyone inside and closed the door behind. The ground floor was big enough for their sleeping rolls and a second floor, with arrow slits in each wall provided more sleeping space and a ventilated cooking area. Through a hatch and up a second ladder was the open battlements of the roof section.

After a meal and group healing Bandur stood first watch on the battlements. He would be followed by Anor. Bandur's dreaming was cut short as two mighty strikes hit the tower. He ran over and looked down, a very large creature with skin that looked like water but covered in plate armour was swinging a huge trident and was striking the walls of the tower. Huge bits of masonry were already being smashed off the wall.



He fired his crossbow down into the creature as two more mighty blows hit the tower. Joined quickly by Anor, Anor launched two bolts at the creature, one hit the other shattered against the plate armour.

Garet was firing his bow out of an arrow slit, Aramil made it onto the battlements and stood on a crenelation and unleashed a full magazine of 5 bolts at the creature, they all slammed home. The creature staggered back as an arrow from Aerie slammed into it.


Grog opened the door and as he charged out shouted the command word to close the door again. He slammed his pick into the creature and it staggered, a little. It then slammed its trident into Grog not once but twice. One a mighty blow made Grog stagger backwards, still standing though, his arms fell to his sides and war pick and shield clattered to the ground.



Before the creature could advance further arrows and bolts slammed into it and its unsteady progress was halted forever as it fell like a tree.


Grog inspected the damage to the walls of his magical fortress, it was hurt but not too badly. It had certainly saved the group from untold carnage if the creature, now identified as a Water Elemental Myrmidon, had got loose amongst the group.

They rested for a full 10 hours.

14th day of Fellnight: Saintsday 

It was getting towards midday when the group awoke, refreshed and healed. After a meal they packed their gear and sat and debated and debated. There was a lot of talk about where to go next. Follow the path back towards the stairs along the path taken by the water spheres, or head north up the 2nd waterfall and even to take the 3rd waterfall.

After a lengthy debate they decided to retrace their journey in the water spheres. Garet and Grog would climb the waterfall, Aerie would fly to the top and provide warning. Garet nearly slipped half way up but a strong right hand from Grog caught his foot and pushed him back up. Making the top it wasn't long before they had hauled the remainder safely up using the 100ft of rope they had climbed with. Grog provided a good anchor point as Garet aided the others, one by one up the 70ft climb to the top of the waterfall. Time was getting on. Bandur reckoned it was late afternoon.

Garet wanted to check out the structure that Bandur and Fabien had mentioned seeing. Creaping stealthily around pools of water the group made it to the small raised former island. Garet and Bandur checked it out, 1 door no windows. The door wasn't bolted so Garet opened it and Bandur rushed inside, drawing a hand axe from his belt he said one word.......DROW!


Just as quickly Bandur raised his arm to stay Garet in mid thrust. He couldn't believe his eyes.

Bandur: "Adran, Adran is that you"?

The badly tortured, beaten Drow Warlock could barely raise his head and non sensical words burbled from swollen lips. Bandur shouted for Grog to come up as Aerie and Garet were full of questions, who was this? How did Bandur and Grog know this Drow?


                                                                          Adran

Bandur: "Adran, his name is Adran. He is a Drow Warlock, a friend. He was part of our group over in Phandalin for some time before he left us to follow a dream quest".

Garet trusted Bandur and Grog but he didn't know the Drow. Although he was happy to take their word he still kept a wary eye on the Drow as Grog released him from his chains. Aerie wandered off in disgust and took to wing so she could watch the area, she didn't like nor trust any Drow.

Adran explained how he had been captured on his dream quest and asked if any of his gear was around. Nothing could be found. Adran asked if they had a means of getting him back to Axeholm. Garet produced 1 or the 4 recall tokens he had and offered one to Adran. He took it and with the blink of an eye was gone.

After a brief rest they continued north. Garet coming to a side chamber halted the group but he could hear moans. The group closed up and entered the area. A wall of ice curved around a raised island of rock. Within the ice wall were prisoners, locked in by the ice, many of them had skin turning nearly black with frost bite, many were dead. Aramil was called forward and he identified 3 of the 5 still alive as being members of the delegation. Bruldenthar, the renowned Dwarf historian, Rhundorth, a shield Dwarf fighter from Mirabar and Teresiel the Moon Elf from Silverymoon. 

No sooner had Rhundorth been freed and perhaps the one most least affected by his imprisonment, on seeing Aramil, launched himself at him striking him with both fists viciously before Anor dragged him off. Rhundorth was shouting traitor, betrayer, enemy and to release him so he could kill him. It was Aeries swift intervention casting a calming spell that stopped Aramil from launching a firebolt at Rhundorth which surely would have hit Anor as well. When asked what all this was about Rhundorth explained that it was Aramil's patron, the human noble Deseyna Majarra and Aramil who had betrayed the delegation. Rhundorth explained further that he had overheard Deseyna talking with the Air Cult Prophetess Aesiri that they had done well and to get the information out of the other 3 so they had all 4 parts of the secret message. Garet explained how they had found and released Aramil some time ago. Rhundorth took some convincing for he though it was still a ploy to fool them but relented. He had assumed that as Aramil had been taken elsewhere that he was with his Patron and was part of the betrayal.

So began another debate. The delegates imploring the group that it was imperative they get to Waterdeep and quickly. After some discussion it was agreed that Aramil would take the central pendent and use it to transport the delegates to just outside the Blackstaff Tower. Aramil and Garet swapped pendents and Aramil and the 3 delegates disappeared.

Garet and Aerie checked the rest of the bodies, only one was alive, if you could call it alive. The Elf was beyond help, skin already as black as ebony. Garet offered a simple prayer and ended the life of  the Elf.

The group decided to explore and check out the tunnel opposite the cavern they were now in.



The tunnel, which would normally be under water, was now fully exposed. The group advanced cautiously and entered a roughly circular chamber some 60ft in diameter. In the centre on a raised piece of rock was a throne like chair. Across the arms was a jewel encrusted horn of bone. Long and slender, approximately 3ft in length. 3 chests stood on a shelf in the southern part of the chamber. In an alcove on the eastern side stood a magnificent halberd.

Garet urged caution and checked, as far as he could, the chests for traps and booby traps. He could find none. Using the tip of his staff he managed to flip open the lids of all 3 chests.


In chest 1:

Light Crossbow                                                                                                                              Quiver of 20 bolts                                                                                                                          Dagger                                                                                                                                          Staff                                                                                                                                              Hide Armour                                                                                                                                  Belt + Pouch  Money (208 gp)  a key a ring                                                                                  Pouch with some dust in                                                                                                                Backpack:                                                                                                                                      Bedroll                                                                                                                                          Mess Kit                                                                                                                                        Tinder Box                                                                                                                                    Waterskin                                                                                                                                      Book of Lore & Shadows                                                                                                              10 x Parchment                                                                                                                            Ink/Pen/Small knife 

(Bandur Identified this equipment and the staff as belonging to Adran the Drow Warlock)

In chest 2:

2508gp                                                                                                                                         4 unidentified potions                                                                                                                     3 potions of healing    4D4+8                                                                                                      1 potion of healing   10D4+20                                                                                                      1 potion of healing   6D6+12                                                                                                        1  Bag with dust in

In chest 3:

Pair of boots                                                                                                                                  A cloak                                                                                                                                          Pair of  Leather Arm Bracers                                                                                                        2 Scrolls

A Halberd, with a trapezium shaped blade with inscribed runes. Blade is 12 inches long with 2 spikes on the back edge. An elaborate metal sheath attaches the blade to the 3ft 4 inch shaft that has a jewel encrusted grip. 

A long pearl and sapphire encrusted horn rests between the arm rests of a throne set in the middle of the chamber.

Grog cast detect magic then he spent a considerable amount of time in ritual casting identify on each object that had a magical aura.

CHEST 1:

The Key of Netheril: Opens any lock 6 uses. Once used it is just an ordinary key.

The Ring of Warming: 50% resistance to cold and cold based attacks.

Staff of Striking: This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d3 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a non-magical quarterstaff.

Dust of Disappearance: As per the spell. 1 use.

CHEST 2:

3 Potions of Climbing: as the spell. 1 use in each potion.

1 Potion of Death Ward: as the spell. 1 use.

Dust of Dryness: A small pouch which contains 7 pinches of dust. Each pinch of dust can transform a cube of water, 15ft on a side, into a marble sized pellet. By hitting the pellet with something hard or throwing the pellet against something hard transforms the pellet back into water.

Or if an elemental comprised mostly of water is exposed to a pinch of dust it make a CON save DC 13. Failure it takes 10D6 necrotic damage or half as much if successful.

Small gold bracelet: (Worth 25gp) Immunity to petrification.

CHEST 3:

Boots of Winterland: Requires attunement. Furred, snug, warm boots. You have resistance to cold damage. You ignore difficult terrain crreated by ice or snow. You can tolerate temperatures as low as -50 degrees fahrenheit without any additional protection. If you wear heavy clothes you can tolerate temperatures as low as -100 degrees fahrenheit.

Cloak of Elven Kind: Requires attunement. While you wear this cloak with its hood up, WIS (Perception) checks made to see you have a -4. You have a +4 on DEX (Stealth) checks made to hide as the cloaks colour shifts to camouflage you; Pulling the hood up or down requires an action.

Bracers of Archery: Requires attunement. Whilst you wear these bracers, you have proficiency with the longbow and shortbow, you gain a +2 to damage rolls on ranged attacks made with such weapons.

Paladin Scroll (L2): Magic Weapon

Ranger Scroll (L1): Detect Poison/Disease


'Mage Slayer' Halberd: A wide glasssteel trapezium blade with runes inscribed on it. The blade is 12 inches long, the back edge has 2 spikes. An elaborate metal sheath joins blade to haft. The haft is made out of hardened maple 3ft 4 inch long with a jewel encrusted grip. Light weight and well balanced. +1/+1.  Ignores magically enhanced armour. For example Mage Armour! Ignores temporary hit points causing damage to normal hit points. 

The complete search and casting of the rituals had taken nearly 2 hours. Garet kept checking the other chamber at regular intervals but there was no sign of Aramil.

Once the rituals were complete, Garet appraised the group that Aramil had not returned. Worried something had befallen Aramil or that he had decided to go off on a mission of his own or some other mishap the group agreed they would take everything they had found and use their pendent to travel to the location of the central pendent and hope Aramil was there.

A mass exodus of the caverns.

Aramil's Story:

Aramil arrived outside Blackstaff Tower, Teresiel, acknowledging where they were led the delegates  for Castle Waterdeep at a fast pace. Aramil had questions he needed answering. He followed. Rhundorth kept a wary distance from him. Bruldenthar kept muttering about books, a great loss, tomes of great importance. Aramil remembered the tomes he had in his bag of holding and pulled one out.

Aramil: "Is this one of your tomes? If it is I have them all here in my bag.....it's a bag of holding".

Bruldenthar: "My boy, for a dim witted, Half Elf, you have made an old Dwarf very happy. I'll collect them when we get to the castle. NO don't dawdle and don't stand there with your mouth wide open and stop fretting and looking at Rhundorth, he's ok, for a Mirabaran Dwarf fighter that's probably dispatched more foes than you've got days in your life".

Aramil could see that Rhundorth had a grin on his face but as soon as he saw Aramil looking he put on a more severe look.

There were a few people about. Teresiel explained they didn't have time to hail, wait or expect one of the local carriage company's to turn up. Anyway it wasn't far. Arriving at the Castle Gates Teresiel took the lead and Aramil was surprised how quickly they were escorted through the gates but into the central keep. 30 minutes had passed since they left the cave.

Aramil: "Can I ask you questions individu.......".

Aramil was cut off. The 3 delegates had passed through a door but his way was barred by two men at arms. He was told to sit and wait. He estimated another 30 plus minutes had passed. A group of well dressed individuals passed by him and went through the same doors as the delegates. Armail got up to follow but was stopped again by the 2 men at arms. He was aware that time was passing and he had to get back to the group but he had questions that required answering. He waited, another 60 minutes passed. 

There was a popping noise, suddenly before him stood the other members of the group........a shout, sunning feet and suddenly the chamber was filled with more men at arms, at least 50. Teresiel came back through the doors and spoke to the men at arms. They stood down and bowed to Teresiel. The guards, although watchful, kept there distance. There were now 2 guards for each of the group.

Aramil brought the group up to speed of what had happened since he left them.

30 minutes later Teresiel beckoned the group into the room.

They were surprised to see Elminster sat at the head of a long table. as well as the 3 delegates there were 3 others.

Elminster: "Welcome to the Conclave of Waterdeep. You are here as you are apart of what is to be discussed. Let me introduce the people present.

The 3 delegates you have met. What you may not know is that they represent the most important northern cities in the Lords Alliance, 

Lord Rhundorth, Kings Champion of Mirabar.



Bruldenthar, chief historian of Mithral Hall and I believe a cousin of yours Bandur. 



Teresiel, Knight Silver and 2nd to the High Marshall of the Argent Legion and representing the city of Silverymoon.



Tennora Hedare a young apprentice wizard and a representative of the Harpers.



Vajra Safhar, The Blackstaff.



Lastly Laeral Silverhand Open Lord of Waterdeep."



Summary of discussion:

1. They didn’t know Deseyna Majaara was a traitor until Rhundorth overheard the conversation she had with Aesiri.

2. The delegates were taken to the Earth Cult then they were brought here for interrogation.

3. The delegates will inform you that because the Water Cult prophet is dead and the gate closed the Cult Plans have been put back considerably.

4. The Cult of the Dragon had found out what the Elemental Cults were intending to do. Somehow this accelerated their plans to summon Tiamat to the Prime Material Plane. That is either going ahead or will slow down too.

5. Each delegate carried a piece of a divination puzzle only when all 4 pieces were put together would the full answer be known.

6. The secret piece of the puzzle that Deseyna had is a vital piece to understanding the riddle of the divination. 

7. That said they know this is another attempt by the Elemental Cults to summon the 4 Elemental Princes of Evil to the Prime Material Plane. Once here they will spread death and destruction everywhere. 

8. They have the power to create weapons called devastation orbs, these are primarily based on which ever element they serve. But they need the weapons of power to do so.

9. The prophet of the Air Cult is Aesiri Khalinoth, rumoured to be an Aeriel Elf and wields Windvane, a spear infused with the power of Yan C Bin the Prince of evil Air.

10. The prophet of the Earth Cult is Marlos Urnrayle, rumoured to be a medusa and wields Ironfang, a war pick infused with the power of Ogremoch the Prince of Evil Earth.

11. The prophet of the Fire Cult is Vanifer, rumoured to be a Tiefling and wields Tinderstrike, a dagger infused with the power of Imix the Prince of Evil Fire.

12. The delegation whilst in Mirabar were their to scry the locations of the Cults and their intentions. Whilst they were scrying they saw something else, something hidden in the darkness, hidden behind the 4 Prince of Elemental Evil, perhaps controlling them, driving them. A Dark, malevolent, chaotic, evil that they haven’t been able to put a name too, yet. (This is the divination puzzle).

13. The Cults are unbalanced now they have lost one of the Prophets. It will make them more wary and more willing to strike out at those who they think or know are acting against them.

14. The delegation will stay in Waterdeep to try and find answers.

15. The delegates cannot confirm where they will be when your campaign is over. For you yourselves don’t know when it will be over. You know where they are from but they will leave word at the Blackstaff Tower of where they go should they leave Waterdeep.

Elminster: "The conclave will convene tomorrow, early morn. You are all most welcome to attend, however you may have other plans".

The conclave then broke up. Elminster leaves with Laeral Silverhand, neither speaks to anyone. The Blackstaff looks at Aramil, nods then leaves without saying a word. Tennora hesitates, then leaves without saying a word.

Aramil: "Teresiel....I need answers about my father a High Elf called Lord Lorimer of Fandin".

Teresiel: " You must go to Silverymoon for answers. I don't know your father other than a Lord Fandin was the High Marshall of the Argent Legion, the army of Luruar."

Aramil: "Teresiel how do I get a meeting with Eluen Dualen?"  

Teresiel: "For that you need to go to the High Palace in Silverymoon, I have never had to petition for an audience as I have fair access. Go, ask, tell them who you are, it may be enough. A gift may be an insult. I will not be able to give you an introduction but you may mention you have met me. If I am in Silverymoon you may call on me."

Aramil: "Bruldenthar be well and safe passage and here are your tomes." 

Bruldenthar shakes Aramils hand. Aramil wishes Teresiel well, bows, and goes to kiss the back of her hand. Before he can do so she pulls her hand away.

Teresiel: "I wish you well but that is to much familiarity from one I know nothing of".

She turns and walks away.

 

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