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[Look back to Brookhollow] [Session 6&7] [Session 8] [Aftermath of the Sunless Citadel] Session 5Flocktime 6, 591 CYA Quiet VillageThe heroes find the travel from Shelleton to Oakhurst to be peaceful and short. Just after noon, they ride through a break in the thick forest, and see the quiet village of Oakhurst sprawled out before them. Cattle and sheep graze in the center of town, tended by simple townsfolk, and the quiet peacefulness of the village makes them long for a nice comfortable room in the inn. They quickly stable their mounts and proceed into the Ol' Boar Inn where they procure comfortable rooms for the night. Although signs of a thunderstorm loom on the horizon, they try to get a bit of business out of the way quickly, before the storm arrives. Visiting several shops and merchants, they discover that the goblins come from a place called the Sunless Citadel, a short distance to the west. Each midsummer the goblins come to town to sell a single shiny red apple to the highest bidder. As the goblins show no hostile intent, they are allowed to trade their apple and peacefully leave. They also learn that all attempts to plant the seeds of the apple have thus far ended in failure. Though the tree does begin to grow, those who have tried to grow them always find that suddenly, one morning, the fledgling trees have disappeared. Townsfolk believe the goblins sneak into town at night and dig them up, to prevent competition from their apple sale. Those Who've Gone BeforeWhile talking with the matriarch of a local merchant family, Gaeg learns that a band of adventurer's have gone to the Citadel, not more than a month ago. That party was not heard from since. Telling Gaeg that the previous party included both her son, a warrior, and her daughter, a wizard, Matriarch Hucrele pleads that the heroes make some attempt to find either her children, or at the very least, their Hucrele signet rings. Gaeg agrees and feels that the rest of the heroes will be motivated at least by the reward, if not by the morale obligation. The storm then hits the small village with a fury like only nature has, and the heroes retire to the inn. Flocktime 7, 591 CYBreaking of DawnAs a clear dawn breaks the next day, the party visits the town healer, and discovers the healers are also the local priesthood, devoted to Pelor, the Bright One. The priestess sees to their wounded and wishes them well, asking if they can please determine the fate of Sir Braford, a paladin who went to the Citadel in the Hucrele party. After quick preparation and gathering of gear, the heroes make one final check to insure their mounts will be well-tended while they are away. They then set out along the overgrown Old Road, to this place called the Sunless Citadel. Where the Sun Doesn't ShineAfter walking about half the day, they come upon a cleft in the earth, with numerous broken and tumbled pillars about what appears to be the widest stretch of the crevasse. A quick look around the area reveals a knotted rope tied about one pillar, which descends into the depth. Looking down, the party sees that there is a landing some 50 feet below, and a crude staircase carved into the stone which descends from their. Scrambling down the ropes, the heroes soon find themselves attacked by rats the size of large dogs! After dispatching their foes, they continue their descent down the staircase. Hundreds of feet they descend, and the light of day grows dim behind them. Finally, they reach the base. Here they find themselves atop what appears to have once been the citadel battlements. To the north and south stretches a vast field of precarious looking rubble of unknown depth. Before them rises the tall masonry walls of an old tower, a sturdy, though old, looking door set in it. Kentir advances to determine the safety of opening the door, and triggers a pit trap. Fortunately his reflexes are good and he leaps aside safely. As fate would have it though, the huge dire rat within scurries quickly out and attempts to make a quick lunch of him. Finally, after discovering a few more traps, the heroes open the door and enter the citadel. They find themselves within a large tower with several doors. Signs of battle litter the floor, and the corpses of 4 goblins, still fresh, lie to the west. Exploring before them, the heroes engage in several more skirmishes with dire rats, and uncover a secret nook...once a hiding place for archers who defended the citadel, now the home of undead skeletons. Quickly dispatching the skeletons as well, the party realizes that, though they have barely entered the darkened citadel, they are already weary, worn, and weakened from battles. It bodes ill for deeper ventures. Just off from the entry tower from whence they came in, the party finds a corridor, with a vast stone door, carved with the bas-relief image of a great dragon. No amount of strength, nor the considerable lock-picking skill of Kentir, is able to gain them entry to the rooms beyond, so they turn from this path and follow one of less resistance (that is...one whose door will open). Down the next corridor, they find yet more doors, the nearest one again locked. This time Kentir's skill proves up to the task, and the heroes gain entry. What they find is a very small room, containing nothing but a large iron cask, with rusty pipes leading through the floor below, and a bung set into a whole at its top. Figuring the container to be a cistern, the party does not consider the fact that a closed off room is not exactly a good source for water, and they do no question how it could be that this cask is kept full enough to provide water for a large complex such as the citadel was. When one of the heroes removes the bung, they quickly learn this lesson, however, as a creature of the elemental plane of water is released from the cask, and throws itself at the nearest hero in a rage brought from centuries of imprisonment. The heroes find their weapons do minimal, if any damage, to the watery creature, and if not for the magic of Gamble, they may not have survived. Badly worn from the many battles, their spells spent in the fight with the mephit, the heroes decide this stone walled room, with its stone door, would make a good resting spot. Locking themselves within, they rest and recover from their adventure thus far. [TOP] Sessions 6 & 7Flocktime 8, 591 CYDragon HuntAfter the better part of a day, and a night, of rest, the heroes break camp and move further into the complex. They stumble upon a large room with a sleeping kobold and a battered and broken cage. The kobold sleeps fitfully, yet deeply, as if trapped in foul nightmares which plague it. Legacy quickly subdues and holds the sleeping kobold, which makes no attempt to run, merely cowering against the monk in fear for its life. Confusion of orders from Gaeg causes Gamble to 'accidentally' open a door off the room, releasing a trap and a torrent of kobold guards within the room. Within seconds, surges of wild magical energy from Gamble, who is a bit worked up over the sight of kobolds, results in Gamble aging 10 years before everyone's eyes, and one kobold turned to stone just as its spear pierced Gamble's chest. Quickly, Buagh rushes to Gambles aid as the Kobolds step back in awe at the magical power of the sorcerer. "no fight! you talk to Queen, make peace!" the kobolds plead. Being that the heroes are here to investigate Goblins and an apple, not kobolds, the heroes agree to have this audience with the kobold Queen. Meepo, the kobold prisoner who had been caught sleeping, agrees to take them to see the queen. Buagh and Legacy spend a bit of time with Gamble, to insure he will keep his cool with the Kobolds and not do anything foolish, and Meepo leads them down the corridors to the Kobold Queen. There they learn that the Kobolds are at war with the Goblins. They are told that the Apple grows below the current citadel level, where it is tended by 'the outcast' and that the Goblins work with the outcast. The kobold queen promises safe passage through the kobold territories for the PC's. She informs them of the Kobold's Dragon, which was kidnapped by the Goblins recently, and offers them a reward for its safe recovery. The party agrees, eyeing the large key in the mouth of a dragon statue behind the Queen. An attempt by Daesha and Gaeg, to grant them the key (which they assume opens the securely locked door discovered earlier) fails, but the Queen promises the key will be given to them upon the safe return of the dragon. She then grants them Meepo, Keeper of the Dragons, as a guide and assistant to accompany them deeper into the complex. After Meepo shows the party the 'back way' to the goblin controlled area, the party asks him to please stay behind and stay hidden, feeling that he will be more of a hindrance than a help, and not wanting to return to the queen with a dead kobold. The heroes find a sealed tomb, openable only by the channeling of good energy, and make a short side trek into the large room with stone sarcophagi lining the walls. Buagh, ever the good priest, asks the remainder of the heroes to wait outside the door while he investigates, not wanting to disturb the dead. Upon an altar within the room, Buagh finds a candle, burning with no flame, and a whistle made of glassteel inscribed with dwarven runes. Muttering a prayer to Moradin, Buagh reaches for the whistle, wanting only to get a closer look at the runes. Unfortunately, this awakens the dead within the many sarcophagi, and a battle unfolds. The party quickly rushes to Buagh's aid, and the skeletons are dispatched, but not before Buagh suffers many wounds. Buagh though, assures the heroes he is not so badly wounded, and the heroes press on. That's One BIG Rat!There is evidence of footprints before the party, and they suspect the prints to be that of the missing Hucrele children and their party, so they follow onward. After several minor skirmishes with giant dire rats, the heroes come upon a room strewn with refuse and corpses. Before further investigation of the room can occur, dire rats leap out of the refuse, including what appears to be the Queen Momma rat, the size of a large dog, or even a small pony! After a difficult battle with the rodents, the party searches the room quickly, and realizes that one of the fresh corpses is that of the Ranger who accompanied the Hucrele's. No evidence of either Hucrele, or their signet rings, is present. Again, badly battle-worn, and tired from battle, the heroes retreat to the cistern room, once again to camp. Flocktime 9, 591 CYA Friend FallsThe next morning, the heroes awaken to find Kentir in a cold sweat, a fever
raging in him. A quick assessment by the party healers, it is decided that
he contracted some foul disease from the rats which the party has had to battle
so many times. Gaeg crouches down over the boy and asks him to be calm. Calling upon the blessings of Heironeous, Gaeg places his hands upon Kentir's temples, and the warm energies of divinity flow through the boy, cleansing the disease as they pass. "I can't do that again for a week, now, so you take care of yourself, boy," Gaeg mutters as Kentir, now feeling better, thanks him. The heroes then return to the frontlines, and open the door, beyond which they know the goblins lie in wait. A hall of caltrops and a make-shift barricade block their path, as goblins throw javelins down the hall. Buagh heroically leads a charge down the hall, to shut down the goblin trap, before they get the upper hand. Short work is made of the goblin guards, and Kentir merrily scoops up the remaining caltrops. Around another corner, down a short hallway and another corner, the heroes find yet another make-shift barricade, with goblin javelin throwers lying in wait. Again, Buagh lets out a mighty warcry, and charges the barricade, throwing himself over it and into the goblins beyond. Buagh's heroics buy the party some time, and our heroes are victorious, but not before the mighty dwarven cleric falls, his body pierced by spear and javelin in so many places that there is no hope for him. Cleaning the wounds of those left standing, a melancholy spreads over the heroes, for the one that did not make it, and whose heroics may have saved them all. Returning to the tomb which they had entered the day before, the heroes lay the body of Buagh across the altar. Dressing him in his holy regalia, and placing his warhammer across his chest, Gaeg recites the dwarven rites of death, bows before the body and seals the tomb with the energies of good. The party watches in amazement, as the runes in draconic over the door of the tomb seem to swim and coalesce, reforming into dwarven runes. The heroes then return to the room of the goblin barricade, and quickly check the doors off that room. Within one, they find kobold prisoners, and a single dwarf, who appears to have been locked up within for a long, long time. Attempting to free the kobolds, the party finds the kobolds terrified, and unwilling to be freed. Quick words from Gaeg and reassurances from the dwarven prisoner who speaks draconic almost like a native, calms the kobolds who quickly run from the room back to their people. It proves more difficult to release the dwarven prisoner, but once free, he thanks the heroes heartily. He tells the party that he is Bracken Bloodroot, dwarven defender of the Gnarley, and master of the bow. He asks to join them in conquering the remaining foul goblins who imprisoned him here. From Bracken, the heroes learn that he has been a prisoner for well and close to a year. He tells them that the 'twig men' are called twig blights, and that they work for the evil druid who makes his home in the Twilight Grove, below. He also is able to inform them that the 3 surviving Hucrele party members had been prisoner with him for a short time, but were taken out of the cell some weeks back, at the order of the evil druid. With more information at hand then they had before, the heroes realize they are low on food, wounded, and without a party healer. Gaeg orders that the goblin barricades be torn down, and that the party then return to Oakhurst for rest, resupply, and healing. Return to OakhurstThe party returns to Oakhurst, arriving just after sundown. Waking the healers, they negotiate for the healing of the wounded, having not enough money to pay standard costs. Luckily, the priestess of Pelor takes pity on them, and supports their cause of rescuing the Hucrele party. Settled back at the inn for a quick meal and some rest, a young priestess of Pelor bursts into the inn, almost demanding that the party allow her to join them when they return to the Citadel. Sighting their loss of their cleric, she insists the party needs her. She also seems to have some personal reason for wanting to rescue Sir Braford, one of the members of the Hucrele party. After some brief discussion and quick calming of the head priestess of Pelor (who doesn't seem to like the idea of one of her initiates running off into battle), the party agrees to let Tara Sunspirit join them when they depart in the morning. Flocktime 10, 591 CYReturn to DarknessReturning to the citadel, the party re-enters the sunless place in the afternoon, to find a desolate Meepo, still hiding. He pleads with the party to feed him, as he hasn't eaten in days, having stayed hidden the entire time, just as they asked. Gamble takes pity on the poor little guy, and gives him some rations, and the party moves on to the goblin held territory. The heroes once again find they must battle their way past caltroped hallways, and goblin guards, but proper planning and preparation allow them to come through it with few scratches, and those are easily tended by Tara. A storage room and empty guardroom are found and investigated, and then the heroes stumble upon what appears to have been some sort of trophy room. The room has been ransacked and torn apart, and patches of ice coat parts of the wall and floor. "Ice??" Suddenly, as Gaeg pokes about, a draconic screech pierces the chamber, and a small white lizard leaps from a nest it had made beneath and overturned table, letting out a stream of freezing cold from its mouth as it throws itself at Gaeg. Looks like they found that dragon of the kobolds.... Though the white dragon can be no more than a hatchling, it fights with a fury and rage, and only through the unarmed combat skills of Legacy, and a well placed smack from the flat of Gaeg's axe, are they able to subdue the creature. The heroes return to the Kobold warrens, wounded and worn from their fight with the dragon, hoping that the kobolds indeed will keep to their bargain. Presenting their trophy of an unconscious dragon to Meepo, the kobold lets out a whoop of joy and leads the heroes straight to the Queen. She seems most satisfied indeed, offers the party their rewards from behind her and wishes them well in the remainder of their conflict with the goblins. After helping Meepo to repair his cage, and telling him that perhaps he should leave some 'treasure' with the dragon to keep it happier (good advice indeed!), the party makes camp on the floor of Meepo's room, to rest and recover from their wounds. Meepo seems thrilled to have their company, and goes to great lengths to make them comfortable and provide them with all those things a good host should provide. Kobolds aren't so bad after all, it seems.... Flocktime 11, 591 CYGoblin-homeAfter a good night's rest, the heroes press on, and encounter minimal goblin resistance, before bursting into a vast room, filled with goblins going about various daily tasks from food preparation, to crafts. It seems they'd found the nest. As goblin women and children scramble to the back of the rooms, numerous goblins and larger goblin-kin reach for their weapons to hold off the vile intruders who invade their homes. Though the goblinoids put up a good fight, they are no match for the heroes, who quickly make short work of the combatants. The party then herds the remaining goblinoid non-combatants to one of the unoccupied rooms they'd passed through, and lock them within...at a loss for what else to do with them. A cursory search of the goblin living quarters is done, and the remaining doors off of the main room are inspected. Beyond one door, the heroes find nothing but an abandoned guard room, beyond the 2nd, another hallway...that leaves just one door. Flanking ManeuversTaking up positions, the heroes open the door, and find the throne room of the goblin leader, a hulking brute of a hobgoblin, and his many goblinoid guards. Wanting to draw the goblins out into the larger room, the heroes ready their weapons and missiles, and square off towards the open door. Several goblins who had been waiting at the doorway, thrust spears at those heroes nearby, and then slam the door back shut....much to the heroes' surprise. Only moments pass, when the heroes find goblins filing through the other doorway which opened into a hallway, to their flank and the other door opens again, with more goblinoids coming through. The battle begins! Scrambling to retain orderly position in the ensuing battle, the party finds the flanking goblins going for their sorcerer and healer. Then, the main door through which the party had originally entered bursts open, and the massive goblinoid leader and his lieutenants pore into the room, at the rear of the heroes, obviously having taken the long hallway all the way around in order to further flank the heroes and cut off their retreat. The battle degenerates into an attempt by the heroes to form at least a semblance of a defensive line, as the goblinoids completely erode their positioning. Gamble falls before the onslaught of the goblinoid leader. As Daesha, Gaeg, Bracken and Legacy attempt to take down the goblins from their direction, so they may go to the aid of their more poorly armoured friends, Tara rushes to heal the fallen Gamble. Healing Gamble, quickly, Tara flees to the corner of the room as the Goblinoid leader shouts out orders "Kill the Wizard and Healer first!!" Gamble, still trying to hurl offensive and defensive magics at the foes, is wounded more as goblinoids swarm about him, and he flees to join Tara. Daesha, Legacy, Bracken and Gaeg find themselves cutting through foe after foe, still trying to bring some order back to the quickly degenerating defensive positioning of the party as Kentir tries to provide covering fire with his bow. But, with Tara and Gamble fled to the side, Kentir finds himself as the only one between them and the goblinoid leader. He is quickly surrounded and goes down in a pool of blood. Legacy races to the corner, to protect Tara and the Sorceror, as Braken, Gaeg and Daesha try to clear a path for themselves to do the same. The leader, charging with his lieutenants, cuts down Legacy after a short exchange of blows, and again cuts down Gamble. Daesha finally clears enough of the enemy to reach the leader, and squares off against him, while Bracken manages to get much closer as well, though still surrounded by enemies. Gaeg, kills the last of his opponents, and also runs to their aid, stopping to check on Kentirs wounds, to insure he does not bleed to death, along the way. As Bracken takes out several more of the enemy, those most closely threatening Tara, he finds himself sorely pressed as well, and goes down, unconscious. But not before clearing out several of the most dangerously positioned foes. Gaeg runs to Gambles aid, as Gamble's life's blood seeps out upon the floor. Daesha, seeing the battle quickly degenerating, throws herself at the goblinoid leader, and brings him to the ground in a pin. As she struggles with the massive brute, she screams "Hit Him!! Hit Him girl!" at Tara. Tara takes the time given her by the actions of Bracken and Daesha to quickly heal Legacy, who jumps up and begins to rain a flurry of blows upon the goblinoid leader...the last of the goblins still breathing. Finally, it is over, and the heroes, though sorely wounded and worn, prevailed. Tara uses the last of the divine magics she has for the day to heal those most in need, and slumps, exhausted, to the ground. A quick search of the fallen foes turns up one of the Hucrele rings, but no evidence of where the Hucrele who once wore it might be. A large shaft, in the center of the leaders' throne room, descends deeper into the earth, numerous great vines growing up from it...but the party is much to worn to risk descent, just yet. The heroes retreat once more to their resting place, spending a day and yet another night, recovering from the hard fought battle. Flocktime 13, 591 CYDragon PriestAfter fully recovering from their wounds of two days past, the party must decide whether to descend the vine-covered shaft, or investigate the 'dragon door' found when they first entered the citadel. The are quite sure the key they procured from the kobolds will open the door, but are divided on what the best course of action should be. After much deliberation and debate, Daesha makes a call, and the dragon door is chosen. The heroes find that, yes indeed, the key from the kobolds opens that door. Beyond they find an area with much dust, and no signs of disturbance...clearly this area has not been entered in a very, very long time. Nonetheless, they must press forth. A strange magical orb, shrills a musical alarm as they enter the area and when approached, the cacophony of melodies grows so loud that it drives all from the room, back to the citadel entrance. Steeling themselves, for a second attempt at entrance, the party returns, and chooses to go around the orb, giving it as much birth as possible. Through several more rooms, past traps and decoration, the heroes finally reach a large room where tracks are seen in the dust, going from an empty alcove, across a large spike filled pit on the far side of the room, and through the stone archway above the pit. An eerie green glow emanates from the room beyond the archway. As Kentir investigates the pit, the remaining heroes investigate the statues set in the other alcoves of the room. Bracken finds a secret passage beyond one of the statues, and a small room within. Engraving on the wall reads: "A Dragon Priest On the floor of the room is a well concealed trap door, leading to a crawl space. Bracken goes along the crawl space as the remaining heroes await his report. He finds the crawlspace ends, just below the room which must be the one beyond the archway, and raises the trapdoor above his head. Suddenly, he is beset by a foul creature from the depths of the Abyss. Clearly a guardian of the room and its contents. As Legacy leaps across the pit and through the archway to assist him, Daesha and Kentir scramble into the pit to climb up into the room, while Gaeg jumps into the crawl space to follow behind. Gamble and Tara look at each other in surprise, and try to find a position to see well into the room. The battle proves difficult, as the Quasit seems nigh-invulnerable to their weapons, but the heroes manage to prevail. The find themselves standing in a room lit by the strange green flame of an everburning torch, a huge sarcophagus of marble in the rooms center is carved with images and motifs of dragons. Shrugging, knowing it is dangerous, but caring more about their own curiosity, the heroes take up positions around the sarcophagus and unclasp the 6 clasps which hold it closed. As the last clasp falls free, the large lid of the sarcophagus is thrown across the room, as a large troll, dressed in ceremonial armour leaps out of it, drawing in huge gulps of air and looking about for someone to kill for its centuries of being entombed. Legacy tries to calm it, "we mean you no harm.. we really mean you know harm." But Bracken gives it no quarter, and pokes at it with his dagger and rapier. The troll-priest locks eyes with Daesha and throws itself at her, rending her flesh with its hugely wicked claws and trying to take off her head with its foul-breathed bite. "okay, we mean u harm" Legacy says as he pummels the beast with his fists. Blow after blow is rained down upon the foul beast by the heroes, as it relentlessly goes after Daesha, hatred burning in its eyes. Only Tara's healing magics from behind keep Daesha standing, as she is pushed back and further back by the beast. The blows of the heroes are mighty, but they watch as the many wounds they land upon it slowly close and heal themselves before their eyes. Finally, the beast is felled, and Bracken leaps upon it and saws vigourously until its head is removed. Yet still, they can see the creature's wounds closing...and it appears that even its head may be slowly, very slowly regrowing. My god, what is this thing!!?? Bracken leaps upon its chest, and cuts out its heart...hoping beyond all hope that this will stop the beast, but even before he is finished, the gaping wound in its chest begins to close. Howling curses at the foul thing, Bracken cries "Burn it! Get it into that pit and help me burn it!!!" The heroes scramble to drag the corpse to the edge of the pit and push it in. Bracken shouts for oil, and Legacy and gives him all that he has. Covering the body in oil, Bracken shouts for a tindertwig, offered up quickly by Gaeg, and lights the body on fire. Daesha takes her torch and begins to roast the head of the foul thing, which Bracken had impaled upon a spike within the pit. After some time, and much coughing at the oily smoke which arises from the blaze, nothing is left of the foul dragon priest except for a large mound of ashes, and its much burnt armour, lying within the pit. Quote of the Session(s)Gaeg: Guys....Guys!.....Save some evil for me!! Session 8Flocktime 15th, 591 CYDescent on VinesAfter a quick jaunt back to Oakhurst for resupply and a bit of rest, the heroes return to the Citadel and climb down the vin-covered shaft to the caverns below. They discover the cavern beneath the shaft is a large compost room, with several skeletons keeping it turned. After dispatching the skeletons and some of the shrubbery which uprooted to assist the undead foes, the pc's move onward. To the North, they discover a Natural cavern, covered with the stains of frequent blood spills. Here they attempt a brief negotiation with the Bugbear resident. Unfortunately, the Bugbear seems none to fond of dwarves, and once again the heroes find they must put their blades to use. After defeating the Bugbear hunter and his two dire rat companions, the pc's do a cursory search of the cavern. Finding little of interest, they choose to ignore the natural passage and return to the doors they had left unopened in the compost room. The next area they enter is a work area, with numerous work rooms in which goblins appear to be performing various tasks at the behest of their druid master. With surprise sort of on their side (no thanks to the clumsiness of a certain scout who tripped over a flagstone), the heroes make short work of the goblins, and Bracken shows that he is not inclined to take prisoners. A cursory search of the area is conducted, and our heroes move further into the complex. The come upon several rooms, once fine halls of the great citadel, now all turned to use as gardens for the growing of mushrooms, polyps, fungus, and other underground edibles. The Bugbear gardener seems unhappy to see them, but can be grateful that he shall make fine fertilizer for the plants he so tenderly cared for. In the Shadow of the DragonAfter passing through several of the Garden rooms, the heroes go down a short hallway, and come upon a shrine. The statue of a great read dragon, wings spread wide, stares ominously into the room. The eyes of the dragon glow an ominous red, illuminating the entire room, except for the shadowy darkness behind its wide-spread wings. Before the dragon, set into the floor, is a red, circular tile. From the room entrance, Bracken sees that writing is inset around the circumference of the circle. Moving closer, he can make out that the writing is in Draconic, but the script is too small, and the light too dim to read it without getting much closer. Bracken cautiously advances to the circle, careful not to enter it. As he approaches, shadowy fragments peal off from the darkness behind the statue and move towards him. The pieces of shadow, vaguely humanoid in shape, cause the hair on Brackens neck to stand up as they reach their dark fingers towards him. Their attacks pass through his armour as if he wore none at all, and their icy touch steals the very strength from his muscles. Unable to even support his own weight any longer, Bracken collapses to the floor, sure that he will soon meet his doom. He has just enough strength to turn his head to the writing that lured him here, and read the inscription...in hopes it will be either his deliverance or his doom. "Ea serpenta rau kaluva nyawisti," he reads, then letting his head sag to the floor weary from the effort of holding it up. The Dragon's head looks down upon him, and red, wispy flames emit from its mouth, bathing him in heatless flame. The only noticeable effect, however, is that he now feels more glib, a fat lot of good that will do him when he can't even support his own weight. The Shadows reach hungrily toward him, ignoring the now vanishing breath of the dragon statue. The rest of the heroes rush forward in hopes of saving their comrade, Gaeg and Tara both pushing forth their holy symbols, calling upon the divine to banish the foul undead. One of the gods appears to be listening, and the shadows flee from the holy champions, disappearing through the wall of the room. Knowing the undead shadows won't stay gone for too long, the heroes scramble to assist Bracken, attempting to discover what is wrong with him. After a cursory examination, Tara proclaims that she doesn't think she can do anything for him, and its obvious he can't even lift his hand for more than a short time, much less support his own weight. Quickly, Gaeg and Daesha pick up Bracken, and the heroes make a hasty retreat to the vine shaft. They quickly use their ropes to rig a lift to get Bracken up. Once all the way out of the citadel, they spend an hour building a travois, and drag him back to Oakhurst. A friendly group of local hunters meets them on the way, and provides escort to the village. Rest and RecuperationOnce back in Oakhurst, the heroes visit Corky, the village healer and priestess of Pelor. They find they are quite short on the necessary funds for assisting their comrade, and instead determine that a week of rest is in order. They retire to the inn. On the next day, Bracken awakens with a fierce fever, no top of his current weakness. Tara presumes it is further effects from the Shadow's draining effect. Gaeg, however, was not so sure, as he recalled the symptoms Kentir had exhibited the day after a dire rat bit him. After a brief chat with Corky, Gaeg decides its better to be safe than sorry, and applies his divinely granted power to cure disease on Bracken. It seems to have helped, as Bracken's fever breaks within half a day. The heroes remain in Oakhurst for the full week. While Bracken gets his much needed rest, tended by Tara, the other heroes see to resupply. Gamble inquires about town to see if any wizards live nearby, and finds that a senile wizard, known as "Old-Man Hawthorne" lives at the edge of town. Hawthorne proves to be a rather decrepit, and senile fellow, but is able to identify the various potions the party has gathered. He also regales Gamble with many tales of his adventuring years, most of which Gamble understands only bits and pieces of, as the fellow tends to break into other languages mid-sentence.
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