6/30/15

Session 45

June 28th, 2015 - 27th Ready'reat to the 1st of Sunsebb (Autumn into Winter) 580 CY

   The always handy Stoneshape spell is used to carve access through the wall and around the turnstile. Further ahead, the Modest Men round a corner in the hallway and come upon a door, hot to the touch. After the dwarf bursts through the swollen portal a great cavern opens up before them. Geysers spew forth hot, boiling mud from the bottom of the cavern fifty feet below, reaching nearly to the ceiling. Nine enormous fifty foot chains attach to the ceiling and affix to disks suspended over the boiling floor. Directly across from the party is another door ensconced upon a ledge, to which the disks form a perilous pathway.
   The party concocts a plan to levitate across the roiling chasm. Despite forgetting to don rings of fire resistance or cast fire protection spells, allowing minor damage; the companions circumvent the disks and arrive at the other ledge. Burly Cymry blows through the next door and the party is confronted by a short and narrow hallway ending at another door - this one slightly different. Melath notices very small holes perforating the surface of the door. The party's imagination goes wild. Could it be a dart trap? Maybe some sort of deadly gas could spew forth?
  The party's suspicions are somewhat confirmed after casting a spell of evil detection upon the area. As is customary, Cymry is recruited (and subsequently volunteers) to open the door. However, on this occasion the rest of the party retreats to the safety of the ledge, watching, while Cymry faces whatever lies on the other side. Upon opening the door, the characters are confronted by magical darkness. Nothing can be seen. Melath casts a light spell, dissipating the darkness. Now able to see, the hapless dwarf is confronted by the face of evil - the face of a vampire gazing directly upon him. The fanged monster utters something and the dwarf turns back toward the party, brandishing his ax and advancing with a menacing expression on his face. The vampire crawls with otherworldly agility over the walls and ceiling, approaching the party from behind the dwarf.
   Rivermist calls forth a wall of elemental fire to force the vampire into retreat. The licking flames compel the fiend to trans-morph into gaseous form and seek the safety of his coffin. The Pelorian, not taking the moment for granted, shoots forth magical lightning, splintering the coffin into many pieces and ending the undeath of the creature now hiding within. The companions search the debris and find a hidden cache of loot - and Whelm, an intelligent dwarven hammer.
   The party make their way back to a valve which they also manage to open, draining the water from the dungeon. The Knights proceed to a room obviously designed to ensure immersion, now partially drained. The druid, using her elemental powers, begins to lower the water. They defeat a pair of kelpies subsisting here and avoid the wrath of a once-again-charmed Cymry. Further on, the company make their way into a sort of fun-house spinning tunnel. The tunnel, the characters notice, is covered in flammable oil. After lighting the oil afire and allowing it to subside, Melath presses on and detects a murder hole at the far end. He peers through and sees nothing. Upon turning away to search the area, a flaming arrow launches from the hole, missing the half-Drow by a foot.
 
   

6/22/15

Sessions 43 & 44

May 24th and June 21st, 2015 - 26th of Patchwall to the 27th of Ready'reat (Autumn) 580 CY

   With some difficulty, the companions ascend the mountain to an area known as the Wizard's Mouth. After much searching the party finally happens upon a hatch which has been welded shut by time and humidity. The Druid reshapes the surrounding stone in order to loosen the valve. The party descends into the mountain upon rusty, ringing steps. The very structure of the mountain seems to hum with the strength of the water plume jutting from the mountain's caldera.
   At the bottom of the stairwell the party steps down into about 18" of murky water. After an encounter with a blade trap, green slime, and a room of suspended globes filled with dangerous/beneficial contents the companions determine that they came ill-prepared for White Plume Mountain. They decide to turn back. The Modest men encounter a pair of wights on the way out of the dungeon, who drain some life from the cleric of St. Cuthbert. The company ascends the stairwell with what loot they were able to take from the globe room and stash it via Stoneshape in the Wizard's Mouth.
   The company hobbles it's way back to Kinnick and then through the Shield Lands, destined for the Free City of Greyhawk. In Admundfort they meet the Admiral's Lieutenant, Garrit. Through Garrit they are able to book passage upon a Ferrondese schooner and make their way to the Free City. Melath barters away the return trip for new boots.
   The Modest Men arrive in Grehawk on the 3rd of Ready'reat. Aelfric is promptly left in the hands of the priests at the great temple of St. Cuthbert. The companions are sad to find that their friend will have to remain with the Cuthbertines for many months to restore his abilities, lost to the undead under the mountain. The company finds lodging in a well known establishment, The Green Dragon Inn. The place is a favorite of adventurers throughout the Central Flanaess. The group rents rooms and settles in for a couple of weeks.
   Melath seeks out a tailor with the ability to make hip-boots. He is told the process would take a couple of weeks. During that time, Rivermist consults with priests of Beory to determine why she's being surrounded by blue-jays. She is told to speak to them with her druidic abilities. Melath seeks counsel with dwellers of the sewers. Elladan establishes an even closer business relationship with Verangian, the Rhennee lord. The Pelorian stays with his brethren in the temple of the Sun God. The party also spends some time identifying magic. The Modest Men hire out for a strong arm and find one in a dwarf, Cymry. Strong as a bull and as tall as a young human.
   Elladan arranges passage with Verangian's people. Beside an encounter upon the Nyr Dyv with buccaneers who back down from the superior naval power of the Rhennee, nothing eventful occurs on the way back to Kinnick and White Plume Mountain. Admundfort and the Shield Lands prove an uneventful destination. The Modest Men arrive in Kinnick with a light covering of snow on the ground.
   While scaling the mountain, the party is attacked by perytons, a strange horned eagle. This experience would have proven fatal to Melath had he not been wearing his ring of feather fall. The Knights make it to the Wizard Mouth for a second time. It appears that there have been no visitors since they took their last exit from the feathered mount. The party pops the hatch and descends.
   Reaching the bottom of the staircase, the adventurers don their hip boots and slog onward. They avoid the blade trap and make their way into a room containing five golems. One of the monsters has a riddle stitched to it's chest. The party fails to solve and are immediately attacked by the mindless beasts. Cymry takes the brunt of the damage, while the rest of the party begin to carve away at the fleshy monsters. The Pelorian then casts a lighting bolt which actually brings a couple of the abominations back from the brink of death. The fight begins anew. The heroes eventually slay the creatures.
   Forging ahead, the party ascends a short staircase and out of the gunky water. After turning a corner they find themselves faced with a turnstile.