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.

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