The World of Yaundae 3.5

WOY 12/20/2014
A long journey to the elemental planes

Can we truly be on a plane of water?

Dean – Bolthen Dwarf Cleric 14
Zephyr – Arer Azer Wizard 12
Will – Frost Human Knight 10
Jordan – Panic Azer Magma Druid

NPC – Ederherin Sindar Elf 6th Ftr / 7th Wiz
NPC – Alik Dwarf Paladin 13

The adventure thus far:

After testing themselves in fire and ice, the party has changed to become both fire beings and frost beings. The world has changed….

Using a Midden-guard craft that was designed for travel in the near and outer planes, the party spoke to a being on the fire and water elemental planes to gather items for their devices.

After returning the party ended in the middle of an ocean and nearly encountered a watery grave. However a dragon spotted them and after much mirth sent the party on its way.

After returning to Iron home a way was determined to contact the Elemental plane of Earth and another trade was made.

Experience for each – 3587 each.

aye laddies, this be the way to go

Civilization is like a thin layer of ice upon a deep ocean of chaos and darkness.
Werner Herzog

Is anyone using the giant slaying sword? Since there was 7 weeks after finding it, Alik would like to claim it and turn it into an Axe of Giant slaying

Dean – Bolthin Dwarf Cleric 14th
Zephyr – Arer Dwarf Wizard 12th
Jordan – Panic Half Orc Druid 11th
Paul – Hellrin Dwarf Barbarian 10th

NPC – Ederhrin Elf Ftr 6 Wiz7
NPC – Alik Dwarf Paladin 13th

The adventure thus far:

The seven weeks spent while Bolthin trained were passed within Iron Home. Though winter was approaching, it was the shift of season and not unearthly magic. A master forge smith arrived from Thunder Mountain clan and quickly got the magical furnaces going again. There were several weapon smiths that had come back to Iron Home. Soon the halls of Iron Home were ringing with the regular sounds of black smithing and mining and arms and armor making. Alik makes a request of the master smiths and work begins on a Dwarven Axe of Giant slaying.

The time passes quickly and snows arrive. It was time to return to the Glacial Rift. With map in hand and Hellrin agreeing to join the party again, the adventurers gathered and teleported back to menhirs. The wind and snow never seems to stop here and the party trudges to the entrance to rift. Wary of the ice pillar they descend on ropes and find their way down into the rift. There is still problems with the stairs as some slide and fall but the party manages to to make it to the ice ledge relatively in tact.

Deciding to still take the western wall of the rift, the party ignores the waiting rooms of the giants that are to be sent forth and look for the last entrance into the ice caves. This time the group decides to be careful and send invisible Edeherin forward to scout. He finds some empty rooms and one that had stone giants and fire giants that seemed to be waiting.

Another passage was found that led down and further south. Scouting ahead Edherin finds a large room where 5 frost giants are watching north and east. The party carefully prepares spells and plans and then springs it upon the frost giants. The plan goes well and within 2 rounds, all the giants are dead. Following the passage way to the east it has another opening to the south that leads down…

Each member of the above party gets 1,000 xp.

Treasure –
Coins 1530 gp
Aquamarine (400 gp)
Moonstone (40 gp)

Art Objects
Brass Chain set with Freshwater Pearl (300 gp)
Carved Wooden Staff studded with Bronze (600 gp)

Magic Items
Potion of Reduce Person (250 gp)
Potion of Fire breath

...lads, we need to find another way

Sure we can take on 20 frost giants again

Dean – Bolthin Dwarf Cleric 14th
Zephyr – Arer Dwarf Wizard 12th
Jordan – Panic Half Orc Druid 11th
Paul – Gimble Gnome Wizard 10th

NPC – Edeherin Grey Elf Ftr 6 / Wiz 7
NPC – Alik Dwarf Paladin 13

The adventure thus far:

The adventurers pass the time in Iron Home while training takes place for those that have advanced. The King of Iron Home delivers a letter to the adventurers that for taking advantage of home and hearth in Iron Home, the King requires the adventurers to free the prisoners from the frost giants and fire giants. Those that have been driven from Iron home will be returned.

The party explores the surrounding area. During the seven weeks of training there is a steady stream of iron dwarves that come to Iron. Frost dwarfs, mountain dwarfs, hill dwarfs all make there way back to Iron Home.

The adventurers gather themselves and teleport back to the glacier. Instead of the one menhir there are now three. The entrance to the glacial rift is an hour march to the north. The party trudges on in the blowing snow. Even with Endure elements cast on each adventurer the deep snow and ice makes everything feel cold.

The entrance is found by a large blue ice pillar that glows. The party gets withing 60 feet and a lightning bolt flashes out and strikes Arer. Bolthin heals Arer and the party skirts around the ice pillar and starts the descent into rift. Snow and ice and steep slopes and giant steps is tricky and Bolthin and Alik loose their footing and slide off the steps. Alik is caught before sliding off. The party finds the steps to the bottom and rejoin with Bolthin.

After some looking around the party pushes open a large boulder. The ice cave has two branches. The main one leads to a storage area with frozen sides of meat including humanoid. With nothing else to be found, the party goes to the other branch. And right into a cave with 4 frost giants waiting for them.

The battle begins, fireballs and melted ice and fog. The battle surges back and forth and after fending off some of the giants the party tries to go back to the ice ledge. An ice golem attacks and lumbers into the party swinging huge ice fists. It is slowly whittled down and destroyed. An ice elemental comes up from behind the party and attacks. Gimble tries to fend it off but it is overpowering. Bolthin then returns and banishes the elemental.

Trying to get out at the passage more frost giants show up. More battle and then cone of colds cuts through the mist of more fireballs. A wind starts to whip through the first cave. Then a ice creature that looks like a woman shows up casting spells.

Gimble tries to get out onto the ledge to assail the attackers but is hit and swept off the ledge. He feather falls to the bottom. More battle and Gimble tries to dimension door back to the party but misses and ends up in the middle of frost giants that quickly dispatch him.

Frost giants the ice weird close in from all sides and the party decides to depart

Back in Iron Home, the adventurers proclaim that 8 more frost giants have been slain along with an ice golem and ice elemental.

Each party member receives 1,800 experience.

WOY 9/20/2014
... I have a bad feelilng about this...

Blizzard – 30 feet of visibility with 35 mph winds

Dean – Bolthin Dwarf Cleric 13th
Zephyr – Arer Dwarf Wizard 11th
Will – Nodem Human Ranger 11th
jordan – Panic Half orc Druid 11th
Paul – Gimble gnome wizrd 10th
Steve – Thoromir dwarf ranger 10th

NPC – Alik Dwarf Paladin 13th
NPC – Ederherin Sindarin Elf 6th Fighter 7th Wizard

Experience for each of the above – 1100 xp each

ADVENTURE NOTE: Fire Elementals are summoned from the Elemental plane of fire. They have cold vulnerability. They would take cold damage. And they can’t cross water, including ice.

ADVENTURE NOTE: The dwarves that were prisoners says there are many more prisoners of the frost giants. This frost giant lair includes their own spell casters and have ice constructs and other fell ice creatures at their disposal. Tread very carefully.

ADVENTURE NOTE: The boots are boots of the Winterlands. They changed as soon as the party left the Rift.

The Adventure thus far:

The adventurers come out of the rope trick to the same swirling snow that they had left behind. Perhaps 50 feet away there was sounds of metal and talking. The adventurers find a ice dome that the rhemorhaz had as their nest. Those inside, hear the party outside and look out. And thus the adventurers find Gimble and Thoromir that had been held capitive by the polar worms.

They had come across a sword and a ring left by a not so fortunate adventure whole bones looked cracked and split and the rest had been feasted on by the polar worms. Following the wall of the rift the party runs into a pack of winter wolves that was mostly dispatched by a fireball and few missile weapons.

A boulder from above came down and hit Nodem on the head and the party knew it had been discovered. They quickly moved out and no more boulders came their way. They stopped to search an alcove and another boulder narrowly missed a party member. The party moved on.

Deciding not to trek out into the middle of the white out conditions in the center of the Rift, the party heads back up the ledge that lead them down in the first place. Navigating a particularly difficult giant step. Bolthin lost his footing as did Alik and though Noden was able to stop Alik from going over, Bolthin was unable to be stopped and fell hundred feet back to the bottom. He took damage but survived.

Not having attracted the attention of any of the frost giants that where on the look out, the party made it all the back up to the main ledge. The party boldly entered an ice cave marching deep inside without sending anyone ahead or even listening. The eerie green light from above filtered into the cave but the ice floor still made walking treacherous.

The party rounded a corner and ran into four frost giants that seemed to be waiting for them. Melee erupted and fireballs, scorching rays, acid fogs ice boulders, flew across the cavern and more frost giants poured into the cavern. Four giants succumbed to the combined fireballs, lighting bolt and scorching ray and acid fog attack but in the process Noden fell mortally wounded by an ice axe. The party came to the realization that they were surrounded and trapped in the cavern.

A plan was quickly devised with the use of a portable hole and Arer transported the party back to Iron Home. Nodem as reincarnated and came back as a snow elf and decided to retire from active adventuring and be a ranger for the Iron Dwarves.

The party trains and rests…
Bolthin goes up to 14th level and spends 7 weeks training. There is a cleric of Durin Aule that has come to re-establish the temple in Iron Home.

Treasure -

Bastard sword +3 Frost Giant slaying
Empty ring of 3 wishes
2316 gp in a giant bag

Several pieces of parchment that indicated that this group of 18 frost giants was to go on a raid into the neighboring kingdom that wasn’t controlled by the giants.

WOY 9/6/2014
It is SO COLD here

“Ice burns, and it is hard to the warm-skinned to distinguish one sensation, fire, from the other, frost.” ― A.S. Byatt

Dean – Bolthin Dwarf Cleric 13th
Zephyr – Arer Dwarf Wizard 11th
Jordan – Panic, human druid 11th
Will – Nodem human ranger 11th

NPC – Edherin Sindar Elf ftr 6 / wiz 7
NPC – Alik Dwarf Paladin 13th

Experience for the above listed characters – 1675xp each

ADVENTURING NOTE: ruling on Fire Elemental in ice cave
ADVENTURING NOTE: Iron Home dwarves have lots of information about frost giants.
ADVENTURING NOTE: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. such as slippery floors and white out conditions.

The adventure thus far:
Stepping into the metal loops of the strange metal and muttering the words there is a wrenching of time and space and one almost feels as is every bit of being is torn from oneself a small bit at a time.

The adventurers find themselves on a windswept and deep snow ridge that is surrounded by forbidding mountain peaks. All is white here and the ground is deep with snow and the wind howls and swirls around each character seeking to enter any crack to rob the person of warmth.

The temperature is 0 degrees here at the rift and the visibility is 150 feet at best. The wind gusts to over 30 mph and ground is treacherous covered in deep snow and ice. Caves and caverns will have ceilings from twenty five to forty five feet, while tunnels and passages will be from twenty to thirty feet high.

It is in the cold forbidding area that the adventurers arrive. A search is initiated and a cave about 100 yards from the frost road is found that shelters from the wind and seems to be warmed from the internal fires of the mountain. It is covered in dust and some moldering pieces of leather and wood. Maybe 20 or 30 years ago someone or used this cave but no one since.

After examining the cave the party sets out to find more of the local area as the map that was retrieved from the Steading shows it is near. Stepping outside into the howling winding and snow, the party starts to advance when the ground starts shaking and a below of a horn is heard cutting through the sound of the wind.

It is 2 frost giant tundra scouts leading woolly mammoths up the snow ridge to the Rift. Even in the blizzard conditions, each party sees the other and the battle commences. The blowing snow and treacherous footing makes it hard for the party but Bolthin and Ehderin and Arer unleash holy flame and fire balls that cause huge burns to giant and creature alike. Alik tosses his hammer to good effect and each giant scout dies in his saddle and the mammoths go beserk and either die from wounds or falling off the ridge down hundreds of feet of the mountain side.

Then the party recovers a bit then proceeds to slowly go down the steps and ledges of the western wall of the Rift. A opening in the ice wall is a cave. Stepping from the wind and snow into the stillness of the of the ice cave The first cave entered was occupied by yeti. The party confronted them and killed them all even though the biggest one had blue cold longsword that it tried to use. Treasure was found and taken. The party continues.

A cave full of mist was passed. Another cave seemed to have giant cats in lair and the party passed on that one. There was another down leading set of steps and the party went deeper into the crevasse. The wind increased and the snow was blowing and falling making visibility even harder.

After struggling down the incline and jumping down giant sized steps, the bottom was reached but visibility is at best 30 feet here and if anything the wind blows even more fierce.. Slowly making there way the party is ambused by 2 Rhemorahzs the proceed to swallow two of the party. Noden and the druid. The rest of the party manages to kill the beasts before they are consumed by the digestive process.

The party decides that a magic rope trick won’t be noticed here amongst the deep snow, howling wind and rocks. The party rests for the day by casting a Rope trick spell. Even though the party is able to rest, several times during the night the space shakes…

Treasure thus far:

11 ivory tusks, each weigh 500 pnds worth 800 gp (thats 5,500 pounds of stuff.)

Longsword Frost brand +3
Boots of the Winterlands (yes, the boots changed once the party leaves the Rift)

WOY 8/23/2014
But not as old as the mountains

Iron Home rejoices

Dean – Bolthin Dwarf Cleric Kelea worshipper 13th
Zephyr – Arer Dwarf Wizard 11th
Will – Noden Human Ranger 11th
Jordan – Panic Human Druid 11th

NPC – Alik Dwarf Paladin 13th
NPC – Wilson Beholder

Experience for the above characters – 2350xp each

After recovering from fighting with a Jotunheim hill giant and Mokmurians General stone giant,
the party raises the dead, heals the wounded and trains as needed.

Helrin decides that he has had enough of the adventuring life and decides to stay at Iron Home. He will defend his kith and kin for the rest of his life.

Panic decides to call for an animal familiar and though successful, it meets a wandering beholder as it answers Panic’s call. It quickly became a tasty snack for the beholder which decided to see where the creature was going.

Wilson (as he became to be known) found a human druid in a pose of mediation and being very inquisitive, decides to ask him why he is here before eating him.

Panic responds that he is happy to have such a familiar and is rejoicing at the gods that gave him such a creature. Wilson, not taking to kindly to being called a familiar, charms the druid and makes him his pet. The druid tells Wilson that there are other adventurers and that perhaps he would like to meet them. Always happy to have free food, Wilson tells the druid to lead on.

A beholder that approaches the gates to Iron Home is not exaclty a happy sight and is greeted with alarm horns and bells and calls to arm the defensive works and weapon. Panic calls for soothing and peace and explains that this is his new familiar. Wilson blinks his eye and replaces the word with pet of the beholder and bears no one any harm.

Having a non attacking beholder as an asset, the party quickly comes up with a plan to assail the Hill Giants Steading using the surrounding mountains as cover to their approach and then Wilson’s disintegrate to cover the last two miles. it takes a few days of travel and then the final approach is used. Wilson uses his disintegrate to bore straight through the solid bed rock and comes out not more than a few hundred yards north of the Steading.

Unbeknownst to the adventurers, it has been well over a year since there had been any threat to the Steading (some strange wizard that popped into the middle of the dining hall and seemed to want to die) and an incident with barrels full of lamp oil which cause a slight singing to the watch tower, the giants weren’t especially vigilant. The watch tower faced south to where the lowlands are and the giant in the watch tower was peacefully asleep having had 2 kegs of elf brandy.

The adventurers decided that any prisoners would be beneath the Steading and so Wilson uses his disintegrate to bore at an angle and down into the earth. An hour or two is all it took to open a hole into the caverns. All that welcomed them was a pack of wolves that Panic, the druid, quickly calmed and had them stay.

Exploring the caves finally came across a large square cavern and there seemed to be stairs going up and several exits. One was a large wooden door made for a giant and the other was a steel door with the look of a prison. A couple of bugbears were silently dispatched and the steel door removed via Wilson. it was indeed prisons and the few bug bear guards were silenced. The prisoners inside were an insane merchant, a stone mason, an elf warrior mage and orcs. The prisoners told the adventurers that a halfling druid and a elven blade warrior had been transferred to the frost giants a few months ago. Ellisander thanked Bolthin for his release and pledged his service to Bolthin for a year.

it turned out that the orcs themselves are split in service to the hill giants. The harshness of serving in the Steading has turned many into open rebellion. The prisoner orcs knew the layout of the caverns and the adventurers agreed to release the orc rebels in exchange for the complete layout. The orcs didn’t know everything but could guess where Chieftain kept his most wealth.

Over 200 orcs are released and the rebels were turned loose. A few more giants and bugbear guards are killed and then the hunt is on for the treasure. After a few more disintegrates, a few manticores killed that were blocking the route to the treasure, the Chieftains hoard was found. include a diamond that was the size of a humans head. All the other treasure was gathered up and Bolthin lifted the huge diamond. An immediate roar and rumble was heard from above and from the stairs was heard giantish shouting.

Above the din of battle and the crack of thunder as lighting bolt and breath was flung about was the dragon words “WHERE IS IT”. A few giantish whimpers of I don’t know were followed by more lighting and stomping and sounds of huge logs being split asunder. The adventures argue a moment on how to proceed but best decide to leave as they had entered.

Getting the service the last of the orcs could be seen running into the forest and hills and the lurid gleam of a smashed Steading partly in flames with a colossal blue dragon, Xaphirexleihesgrm, with wings spread wide and claws and tail hitting everything in sight. Bolthin advanced and caught the dragons attention.

“I have what you seek, as for our pact that was made on the Throne of Gods, this is the diamond you seek.” Xaph leaps over to the party and bends his head down. “little one, you have indeed fulfilled our bargain. in return I won’t kill you or little bretherine for even thinking of taking My diamond else where. For that you don’t die. if we meet again, you will see your end.” Xaph takes the diamond and leaps and his wings beating the air into submission as he quickly gains height and soars into the night sky, the burning steading light flashing on his blue scales.

In among the treasure there were several written scrolls and a very long jet necklace with instructions on its use. As the party didn’t sustain any real hurt or wound, it was decided to lay the necklace on the ground and invoke it.

The party appears on a frozen snow ridge with mountains all around and nothing but a rock dolor ahead of them… the necklace is no where to be seen.

The following treasure was recovered from the Steading:

5 Azurite gems 500 each, 4 Malachite pieces, 100gp each
400 gp
31 Jasper pieces 10gp each
Gold necklace with fire opal 2000 gp
27 copper ingots 400cp each
11 ivory tusks 1000gp each
41 sapphire chips 100 gp each
13 ruby chips 500gp each
8 diamonds worth 1000gp each
17 turquoise and gold necklaces worth 100gp each
Obsidian box containing strange black metal necklace
scroll tube with map to Glacial Rift

earthen ware jug 4 potions of water breathing
Giant chain shirt
+3 BattleAxe
Potion of Poison
2 intelligent flaming swords that belong to Elissand

WOY 8/9/2014
they might be giants

Is Jotunheim spelled with a Jot?

Gabriel – Eliisand Elf Ranger 9th
Dean – Bolthin Dwarf Cleric/Favored Soul 13th
Zephyr – Arer Dwarf Wizard 11th
Charlie – Helrin Dwarf Barbarian 11th
Will – Nodun Human Ranger 11th
Jordan – Human Druid 11th

Experience for each of the above 1250xp

After completing the downfall of Jorgunfist, the party made its way to the surface and tried to make sense of the library that had been found deep in the caverns.

The language was to exotic and was not understood and it was decided see if there was anything else in the area.

The party was scouting the area after checking with the dwarves of Iron Home and came back to the deserted remains of Jorgun fist.

As the party decided where to head a brutish hill giant appeared from the ground along with a well equipped stone giant.

The hill giant screamed in rage at the party and seemed to swim at them through the earth while the stone giant prepared boulders to throw.

The melee that erupted was short and brutal. Took down several party members and it seemed all would perish. Bolthin pleaded for divine intervention. Kelea saw one of her favored clerics being crushed by a Jotunheim giant and granted Bolthin a godly boon.

Bolthin wished all dwarves to go to Iron Home. Half the party was whisked to the recently reestablished Iron home and the rest of the party then was messaged on where to find them. It was beast to leave these viscous brutes and continue with the quest.

Iron Home now consists of 300 dwarves that were returned with Bolthin god boon and Bolthin receives another 1000xp. Those that had been slain were returned to life. The adventuring party would set forth again.

WOY 8/2/2014
Death to Mokmurian

“He needs to be completely defeated…” – Conna, Stone Giant Elder

Dean – Bolthin Dw Cl 13
Zephyr – Arer Dw Wi 11
Charlie – Helrin Dw Br 10
Will – Noden Hu Ra 11
Jordan – Panic 1/2 Orc Dr 10

NPC – Alik Dw Pa 12
NPC – Grund Mt Troll 14
NPC – Jax Copper Dragonh4. Your title here…

Experience for each of the above party members – 1071 xp

The adventure thus far -

Mokmurian left and silence settled onto the chamber once again. A few rounds later the Acid fog dissipates as does the reverse gravity. The party looks around at the stacks and stacks of books and scrolls and spell components. Helrin then showed up recovered from the raise dead and joined the party again.

First, Mokmurian’s chair and desk are torn apart and searched. Treasure is gathered and preparations are made for Mokmurian’s return.

Leaving the chamber and back to the 15’ wide corridor finds the group face to face with Mokmurian and 13 stone giants. It looks grim. Bolthin recognizes Conna and quickly shouts out how bad Mokmurian is. Conna chimes in and the stone giants look at each other and hesitate.

Conna says she is the stone giant elder and steps back with 6 of the giants, leaving 6 with Mokmurian. A furious battle errupts with stones and spells flying and Grund being restored attacks.

Mokmurian drops to the ground and tries to conjure but a strange look comes over his face and red light blazes through his eyes. A strange voice starts speaking and tells the party they are dealing with Karzoug and they have played into his hands. Every giant that died with runes helped to release him from his prison. Mokmurian will just add to that. A rasping breath and Mokmurian drops to the floor as all turn their attention to him.

After a few moments and no further movement from Mokmurian, Conna quickly seizes the moment and proclaims that she is the proper leader of the stone giants and tells the other giants to join her tribe and to leave this blasphemy behind. They do so and Conna talks with the party and tells them what will happen next.

The party hurridly goes to the metal door uses the key and has to fight another shinning child. They then realize that in Mokmurians personal papers was a single sheet with a single word on it. After casing read magic the work was used along with the key and the door opened.

A vast library containing 24000 pieces of material greeted them along with a clockwork being. He was the caretaker of the library. He moved somewhat erratically and Bolthin then used magic to repair him. It then promptly brought books for the party to look at and review.

Once outside it was found that books that are thousands of years old fall into dust once removed from their protection.

The stone giants moved ahead with their plans and the entrance to the library is collapsed. They plan to do the same to the black stone tower that Mokmurian had traveled to frequently.

Going inside found a strange mummy like being clutching a large metal scroll tube. Quickly defeated his tube fails to be opened. Arer and Helrin decide to explore the top and when opening the hatch in the roof, is attacked by 3 harpies. The battle that ensues was tough without Grund and Alik but eventually the harpies were slain. The tower had nothing else in it and as soon as the adventurers were done, teams of stone giants and woolly mammoths pulled the tower into the river gorge to never be seen again. Conna advised that the scroll tube may not best be opened here as the party may not have the resources to deal with what it releases.

Jorgen fist was no more. The walls were pulled down, the entrance to the under ground sealed with stone and dirt and the black tower toppled from its foundation.

Conna thanked the adventurers and took her stone giants with her back into the mountains. All the other camps were deserted and empty. It was time to move on…

Treasure -

3 foot metal scroll tube with 5 interlocking rings with symbols on them
Ring of Protection +2

Longtooths treasure is included in the previous adventure.

WOY 7/19/2014
Will we find Mokmurian

“This is a hard dungeon.” -Arer

Dean – Bolthin Dw Cl 13
Zephyr – Arer Dw Wi 11
Will – Noden Hu Ra 10
Jordan – Panic 1/2 Or Dr 10

NPC – Alik Dw Pa 12
NPC – Grund Tr EL 14
NPC – Jax CoDr ? ?

Experience for the above listed player characters only – 5850 xp

The adventure thus far -

The party spends time in Jax’s Mansion and rests and ready’s for trekking into the caves again. Jax informs the party that there were two attempts to enter during the night. The party comes out and finds Enga again and chases her away.

The tanning room had a caged wolf in it and in the forge room there was a human druid that was locked in one of the cages. His possessions were in another cage and had yet to be carted off. There were 4 stone giants in the guard room and signs of the previous struggle had been removed.

Melee ensued and Grund tore 2 apart and the party killed the other 2. The party gathered up their bags. Found a room with 2 trolls that were hiding behind walls with holes. Grund pulled the trolls through the holes and dispatched each one.

There was smoke and soft changing coming from the north, the adventurers went to investigate. Though the smoke was confusing, the party found 2 lamias and dispatched them quickly between Grund and Alik dwarven hammer. The lamias had strange artifacts but the party gathered them all.

The party went to the north exit and there was a female stone giant. She beckoned Bolthin to parly and after talking disclosed that Mokmurian was not all that he seemed to be. If the party could defeat him in combat, it would prove he was not a full stone giant. Conna then gave the party a map of the level below.

The room with the trolls had a path that wound down into the earth. Descending 500 feet finally came out into a finely finished chamber. So finely finished that it seemed to be very confusing. The next room even more confusing. A bizarre hill giant attacks the party and is quickly killed. However, several party members were reduced. The effect only persisted for 24 hours.

The next room had a giant cauldron in it and was guarded by a stone golem. A tough battle but in the end the golem was reduced to stone rubble. A tome was found in the room. After traversing another room the adventurers came upon a room full of suits of armor. A bizarre headless suit of armor surrounded by 4 ogre zombies.

The battle was again swift and the headless armor and zombies quickly fell to Grund and Alik combined attacks.

Further exploration led to a long 15’ wide hallway. To the west was a huge metal door with a single star shaped mechanism. To the east smaller doors. The party did try to open the metal door but it summoned a creature from the planes that was composed of light and Alik quickly dispatched it. The door would not open. The party then moved to the east.

Found another strange room and strange vaguely dog like creatures. The party dispatched two of them. Beyond this room there was a huge chamber. Filled an arcanists dream of books and components. And at the west end on a large platform high above the floor… Mokmurian.

An epic battle broke out. Acid fog, lightning, Fire balls, reverse gravity, Grund being turned to stone, party members bouncing off ceilings and floors. Through it all Bolthin kept healing, Alike kept striking and eventually a bloodied Mokmurian fled the room…

The party tried to recover….
Treasure –
11 gp 12 sp 12 cp
19 pp 18 gp 13 sp
23 pp 3403 gp
1100 pp 12000 gp

water opal z1000
rich blue diamond z1600
black opal z8000
an additional 53 gems worth z3500
fine tapestry 600 gp
5 Solid silver idols woth z3000
1 idol made of platinum (miniature of Karzoug) z5000
500 gp worth of diamond dust
1500 gp worth of spell components
amber and sapphire necklace z4000
set of ivory runestones z1400

Small Half Plate
Mwk breast plate
6x Chain shirts
+1 Ghost touch gauntlet
2x incense burners 400 gp
4 books on how to disembowel, decapitate, drown all manor of giants and humaniods
worth 500 gp
scroll of remove curse
+3 short spear
+1 small breastplate
+1 buckler
potion of heroism
potion of gaseous form
oil of keen edge
oil of darkness
+2 large breastplate
+1 light steel shield
+3 heavy pick
cloak of elvenkind
+2 flail
Periapt of Wisdom +2
Ring of Protection +2
Manual of Golems – Stone
7x Mwk half plate
3x Mwk full plate
Wand of bears endurance 13 charges
+1 defending spell storing club (vampiric touch)
bracers of armor +4
Robe of runes
bag of holding (type II)
Key to library
scroll – contact other plane

WOY 7/12/2014
Into the maw of Jorgenfist

Finding a way into Jorgenfist without having to battle hundreds of giants

Dean – Bolthin Dw Cl 13
Zephyr – Arer Dw Wi 11
Charlie – Helrin Dw Bb 10
Will – Noden Hu Ra 11
Jorden – Cyrus Hu Ro 11
Luke – Jalari Elf Sc/Wr 10

NPC – Alik Dw Pa 12
NPC – Grund Tr El 14

NPC – Jax Dr ? ?

Each of the above characters receive 1675xp

The adventure thus far:

After spending a night just outside of the pass to the Jorgenfist valley (also called the valley of the black tower), the adventurers emerge and ready themselves for the day. It takes an hour to climb to the top of the pass. Once there the valley of the black tower stretches forth and a din of noise reaches the adventure. Giant shouts, raucous laughter, sounds of metal on metal, the loud trumpeting of beasts far larger than the growls of dire bears and the chatter of ettins and ogres are all heard. The massive circle of the fortress is surrounded by 7 camps that have tents, huts, yurts, stone lean too’s and other assorted camp accessories.

Seeing this encampment as well as a watchtower that is placed to watch the mountain pass the adventurers decide to move to the SE to find the river that runs by the SE boundary of the valley. Using Noden to find the way, it takes a couple of hours to find the river and descend to its banks and then travel to the NE to the two caves mentioned on the map.

( MAP of the valley of the Black Tower is now in the map section )

Adventurers cast air walk on Grund and he moves the party up to the lower cave. This one looks like it is used by large creatures on a regular bases as the mouth is marked by large scrapes and has bones of large animals at its base. After the adventurers have gathered at the cave mouth, they venture deeper into the cavern. Bright red light reflects light from deep inside.

Helrin leads the way and sidles along the cave wall and then looks around a corner to come face to face with a large winged reptilian creature later to be identified as a night wing, a variant of a wyvern. Melee ensues and Cyrus moves closes to the fire opal that seems to be sitting on a low mound in the center of the caves. He is confronted by 2 more night wings that emerge from side caves. The first one pounces on Cyrus and its tail stinger runs him through. Cyrus collapses to the floor blood flowing from the massive wound. The second wyvern claws and bites Cyrus just to make sure he is dead.

The party then moves up to engage shooting arrows and Helrin dispatching the wyvern in front of him. Searching the cave finds one side cave with pile of stuff covering a chest and a staff. No other exits are found the party moves on to the other cave assisted by Bolthins airwalk on Grund.

The second cave looks less travelled… and for good reason. The floor and walls are crawling with insects which makes an unnerving sound. Even so, the issue of walking on thousands of insects is more of an issue than anything else. There seems only one direction to go and at the end it is covered with massive dark webs. When the party approaches 2 gargantuan undead spiders come out of the web to attack. Helrin, first in line is missed and Bolthin quickly dispatches the undead back to dead. The webs are burned and a pile of items is found underneath. Bolthin uses a ring of Xray to find a void in the end and Jalari finds the secret door and party enters a maze of river caves that are 3 to 5 feet wide.

The party enters and the dwarves and human and elf can make their way through but Grund has to squeeze his way through and after an hour of doing that finally see the passageway widen out. Helrin exits and is confronted by a red kobold that issues an immediate challenge. Not satisfied with the adventurers answer she launches into a rage and attacks.

She tumbles and dodges and attacks Bolthin and then others in the party. But she is not invincible and takes damage from return attacks from Helrin and arrows from Noden and Alik make her bloody from wounds. She grabs a necklace around her neck and throws it to the ground and then withdraws from combat. Darting into another narrow passage the group decides not to follow.

Exploring further a tanning room was found but bypassed for the next room. A forge was found but it there were cages and 9 dwarves were being forced to work the bellows. The party rushed in and attacked and Bolthin drops one of the two stone giants. Grund could not get into the forge and went back and killed off all of the orgres. The other stone giant soon followed and the dwarf prisoners freed. They grab tools and half finished weapons and want to follow but being exhausted and low level they are escorted back. Jax takes them out of the caves. The party continues on.

The next room has 4 stone giants that are standing around leaning on weapons and discussing whether the little kobold is insane. One mentions the necklace he just found on the floor. The party charges in and bloody battle commences. 3 giants drop when the kobold shows up at the far entrance and throws a bead at the party. A fireball goes off and a necklace fails its saving throw. 7 more fireballs go off. The heavily damaged Helrin drops and Jalari fails all her saving throws and is incinerated to a crisp. Nothing remains of her.

The party can raise Helrin so the question now remains of where to go to find a place to rest and bring Helrin back to the land of the living.

Treasure from chest and webs and slain giants:

fire opal z200
chest – z1,435 2,987sp
staff of heaven and earth p22 7charges
11 Mswk longsword
1 Large longsword +1
+2 halberd
3x large warhammer mswk
full plate armor
druids staff – spellstaff: rusting grasp cl12th

z4263, 11826 sp
Blue Quartz (6 gp)
White Opal (1000 gp)
Total value = 1006 gp
Magic Items
Arcane Scroll (Know Direction)
Arcane Scroll (Obscuring Mist, Owl’s Wisdom)
Divine Scroll (Protection from Chaos/Evil/Good/Law, Calm Emotions, Eagle’s Splendor)
Hide (Medium) (+1 armor) (1165 gp)
Potion of Cat’s Grace (300 gp)
Wand of Knock (48 of 50 charges)


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