Showing posts with label Orsraun Mountains. Show all posts
Showing posts with label Orsraun Mountains. Show all posts

Friday, February 26, 2010

Skarwall Keep – The Dead and Death of

Characters: Alyssic, Aramir, Forkbeard, Lazbin, Roywyn, Sentalial, Trebbor
NPCs: None
Synopsis: With the remains of the umbral dragon scattered across the lake of ice, the group hurries across the causeway and reenter the keep of the dead. Aramir ghost steps to the portcullis mechanism and raises the barrier. Parting the double doors just beyond, the group is witness to the results of a recent battle as bodies lay strewn across the broad chamber. With many in their dying positions, the corpses indicate this vicious battle was fought less than a day ago. As the party investigates the remains, a massive cluster of bodies emerges from a corner. All of the heads of the collective shriek in eternal pain as the sonic screams bathe the adenturers in pain. As the collective uses its arms and legs to reposition itself, the group is quick to respond, flanking the aberration and destroying it.

Ahead in the next room, both Lazbin and Aramir detect the faint sounds of battle. The group breaches the door of the adjacent chamber to find the resting place of an ancient dwarf warrior surrounded by rusted weapons, decaying armor and skeletal remains. Mere seconds pass as the shadows begin to coalesce to an overwhelming crescendo of the sounds of battle. So intense is the sound, their will is stripped bare. A shadowy humanoid lurches from the body of the fallen dwarf warrior, bearing down on Forkbeard all the while screaming for someone or something named Serithial. Overwhelmed and stretched thin, the group withdrawals to the previous room. Lazbin develops an attack strategy of striking the undead from a safe vantage point, surmising that the entity is bound to the singular room. The risk pays off as the combined range attacks whittle the wraith down to size, and ultimately destroy the haunting shadow.

Realing from the draining attacks, the group argues pursuing the Firehill Runestones versus withdrawing to live one more day. Alyssic offers her support, but only after her goals in Westgate have been achieved. Returning to the causeway gatehouse, Lazbin is true to his word and returns the cleric to Threshold. As snow begins to fall and the deadly winter strikes the Orsraund Mountains, Forkbeard and Trebbor remain stoic, fortifying themselves in the structure to await extradition. Morning comes along with Lazbin, who returns to Threshold with another spell. Buried under snow, Skarwall Keep will have to keep.

Encounters: corpse orgy, allip vortex haunt, dread wraith
Achievements: found and destroyed two more guardians, retreated to Threshold alive to tell the tale.

Friday, January 1, 2010

Skarwall Keep – The Deadwatchers & the Skeletal Lancer

  • Characters: Aramir, Forkbeard, Henzio, Lazbin, Sentalial, They Call Him Carn
  • NPCs: Kooruk Coldrock
  • Synopsis: Over the next half-tenday the adventurers split time between Cedarspoke and Threshold, as the former offers a rich marketplace to sell and procure new magic items, and the latter offers access the Circle of Holundi and the sage advice of Julbin Cometstrike. The reconstituted party forms again and decides to explore the ruins of Skarwall Keep for the fabled Firehill Runestones. Drafting the warlock Henzio from the Army of Nature’s Wrath, the group is rejoined by the mysterious They Call Him Carn. Lazbin vouches for the monk before expediting their travels to Cedarspoke. Further research of the Skarwall Keep yields a historic truth that it was an outpost for the brash and outspoken Commander Firehill of Ironfang Deep, a dwarven city nestled in the eastern Orsraun Mountains. Henzio’s name does have some pull as they are given vital information by the dwarf ambassador to Ironfang Deep Kooruk Coldrock. Traveling to the dwarven city with a sealed letter of authorization, the group finds the city half embedded into the mountainscape, allowing for mining operations to be sheltered from the bitter winds and snow. There, the history of Skarwall Keep is more robust as some dwarven elders remember tales of Dessothal Firehill. Coldrock’s letter affords them a specialist that teleports them to the vicinity of the outpost. It isn’t long that Forkbeard finds the ancient path to a dormant volcanoe. Centered within and surrounded by a frozen lake, a very ornate and massive keep rests atop an island. Accessed only by a single causeway the keep is dead, until the visitors continue observing. Then lights periodically glow in the distance, moving from one section to another and a hint of wailing is heard riding with the loud winds. The causeway is protected by a decaying barbican, only half of which stands. Moving towards the bridge draws out an ambush as arrows rain down on the group. Scrambling to detect the attackers, the group disperses. Lazbin flies above the fray finding orc archers firing from the parapet. Arrow slits also protect others. With its face painted white the orc leader abandons the ranged attacks favoring to meet his prey face to face. Jumping from the upper floors of the barbican, the orcs engage only to find themselves quickly outmatched. The commander delivers damaging blows, but the shear volume of attacks does him in. The other orcs find a similar fate. After a quick reconnaissance the group finds two more orcs that immediately surrender. They are of the Deadwatcher tribe, responsible for prohibiting ingress and egress from Skarwall Keep. The recall ancient tribal traditions of the brief occupation of the keep, and subsequent annihilation. Allowing the weaklings to retreat the group moves to the long causeway high above the iced surface of the lake. Midway to the main gate the portcullis rises and a massive platoon of dwarven skeletons emerges lead by a skeletal lancer. Lazbin is having none of it as the skeletons are eaten by massive black tentacles. The lancer is undeterred and charges the group, breaking free from the wizard’s magicks. Henzio looses his eldritch blasts that jolt the rider. But it is not enough before the lance is lowered and Sentalial is skewered. The close range battle is lop-sided and the protector of the causeway is disassembled when his bones are scattered across the ice below.
  • Encounters: 7 orcs of the Deadwatcher tribe, 16 dwarven skeletons, skeletal sergeant atop a skeletal nighmare.
  • Achievements: reached Ironfang Deep, learned more of Skarwall Keep, reached the main gate by dispatching the initial sentries and first line of defense.

Tuesday, June 2, 2009

The Wizards of Tendale and the Druids of Cedarspoke Summit

  • Characters: Aramir, Dorian, Forkbeard, Gallipolas, Krullix, Lazbin, Rathgillian
  • NPCs: Jebeddo, Karne, Wizards of Tendale
  • Synopsis: The adventurers consult with a revitalized Julbin Cometstrike, sage of Threshold. His hut is organized and reflects the new direction the master arcanist has taken. Interrupting his research, Rathgillian seeks assistance in restoring Lazbin’s mind. Julbin can only offer to open a portal to the inn where the Wizards of Tendale hold their summits and trade negotiations. It would seem that the Guild of Naturalists at some time in their past had interests inline with Tendale. Julbin opens the portal only after suggesting that Lazbin and Rathgillian would be a major asset should they decide to return and help the sage in a new quest. Perhaps in the future. The two move through the portal, appearing in the frozen mountains of separating the Dragon Coast from the Vilhoun Reach. Up ahead Rathgillian guides the feeble-minded wizard to the inn where the eldritch spellsword knight determines true north and very quickly leaves to find the only one he knows to cure Lazbin’s affliction, Gallipolas. An hour’s journey finds his comrades standing amidst the ruins of a heard of might stags. The group had been attacked but easily outmatched the group of outsider beasts. Deciding to camp for the night, the Defenders break out and discuss their options. In the morning the group moves north to the Wizards’ inn and stake out the location. Gallipolas and Aramir infiltrate the two-story establishment, finding only wizards, stable boys and chefs. The ninja halfling ghost-steps through the rooms killing two unsuspecting wizards before meeting up with the elf druid. The two agree to bring the others in through a back door and assault the unsuspecting wizards. With disguises, subterfuge, and pre-equipped spells the melee begins after Gallipolas poses as Lady Nerisis and is caught when one of the wizards realizes he is an imposter; he had only just left the Lady of Tendale in the other room. Their cover is blown so the invisible attackers strike, quickly decimating the unprepared denizens of the inn. Blasting their way into the guarded portion, Gallipolas’ spells bring down the guardians and the house. The once-protected lounge is now empty accept for abandoned writings of the Historian. The draconic script implicates the Defenders, but also stops abruptly as it seems his was taken in the midst of scribing. The last line simply states that the Defenders discover they must travel to Cedarspoke to retrieve the Firehill Runestones. The burning establishment is vacant of any trace of the wizards, save for the victims of the invasion, dead beneath the collapsed flooring. The Historian is gone.
  • Encounters: a herd of Rejkars, an enclave of wizards, sorcerers, and mercenary rangers
  • Achievements: regained Lazbin’s mental prowess, infiltrated the Wizards of Tendale resort in the Orsraun Mountains, lost an opportunity to procure the Historian, acquired the Historian’s writings for the day uncovering a clue to the Shadow Lord’s puzzle.