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Across The Valley of Asthar Rho

Party at the start:
Mace Blackstar (Mike D.; Human Fighter)
Wilbered The Silent (Bob S.; Human Cleric)
Castor Bean (Steve B.; Human Bard)
Trygvie (NPC, normally Steve G.; Elven Wizard)
Kane (Al G.; Human Monk)
Zuran (NPC; Human Fighter)

The party awoke from their rest in the Snake Chapel without incident.  Castor the Bard was feeling poorly and had lost a single point of CON.  A restoration spell from the cleric failed to fix the problem.  With spells restored, the party got their things together and decided to head North and East, towards what was marked as the Shrines of Teyr and Muir on the shore of the Crystal Lake.

They started off through the jungle that surrounded the Snake Chapel.  It was a hot and misty day as usual in the valley.  As they headed into the ruins, they saw gigantic ants, about a dozen in number, crawling towards them.  The ever helpful Trygvie unleashed a fireball and crisped insects.

The party passed the ruined frog pyramid and went north up the road towards Guido's Fort.  Ahead in the mist they could see the silhoettes of several large creatures, probably Ogres, heading East.  They elected to follow at a discrete distance, giving the structure marked on their map as "The House of the Master" a wide berth.

As they proceeded along the road, they could see an angry red glow of some kind in the fog ahead.  After puzzling over this and looking at the map, they decided it was probably the glow of the volcano marked on the map.

Since they wanted to travel North East, they turned up a street that ran diagonally in that direction.  One side street they explored ended in a looming pile of tumbled black slag and ash that sloped upwards like a mountainside -- obviously the  base of the volcano.  They backtracked and began following the street that ran Northeast again.

As they proceeded through the ruins, they heard a few hooting sounds as well as the clattering of falling rocks.  The group halted and were silent, straining to see or hear what made the noise but there were only the ruined and tubled walls and piles of stones as well as weeds and creepers as far as the eye could see in the perpetual fog that covered the valley.  Trygvie sent his Owl familiar out to scout the area ahead.  Hootie the Owl flew into the mist and soon came back, reporting that he had found a collection of crude huts apparently occupied by bugbears on the road directly ahead.  A few more sounds of gravel crunching underfoot and owl hooting sounds (which Hootie the real owl confirmed as not actually having been made by owls but rather by other creatures imitating owls) convinced the group that the bugbears were on the move towards them, probably with hostile intent.

The group decided to ready an ambust and immeadiately ducked behind clumps of weeds and piles of masonry.  Unfortunately, Wilbered the Cleric slipped on a pile of loose stones and fell sprawling into the road with his armor clattering,  just as a gang of Bugbears emerged from the fog ahead.  With outraged howls the Bugbears hurled javelins at the hapless priest, wounding him several times.  Wilbered began running down the road with the Bugbears giving chase. 

As the Bugbears ran past the other player characters, the group sprang their trap.  They leapt from their hiding places and began hacking into the goblinoids.  A whole gang of the monsters surrounded Mace and began battering at him with their morningstars.  Several more engaged the rest of the party.  Javelins began raining down on the rest of the group and it soon became apparent that the Bugbears were springing their own ambush from the ruins surrounding the player's position.  A fireball from Trygvie helped even the odds a bit but Bugbear morale held even as they fell under the party's weapons.  Finally the Bugbears attempted to break and flee and most of them were slaughtered.  One badly wounded bugbear limped off into the fog with Kane in hot pursuit.

Kane was suddenly aware that he was coming dangeously close to the Bugbear village.  With grunts and howls the bugbears hurled more javelins, wounding the fleeing monk as he raced back to warn his friends.  The group decided to retreat back the way they had came and work their way up a series of side streets and pass around the approximate location of the Bugbear village.

It was fairly easy to retrace their steps.  In the faint distance they could hear angry snarls and growls but since none of them spoke goblin, they could not understand what was being said.  The bugbears had lost fifteen of their number in their last encounter with the group; this, perhaps, discouraged the goblinoids from forcing another encounter.

The side street led to a broad, weedgrown avenue.  The players began to head east down this wide street until they began hearing the sound of bugbears shouting in anger.  Since they were wounded and out of useful spells, they elected to retreat and cut through narrow streets further north, hopefully passing around the bugbear settlement.

Eventually the ruins ended and the party found themselves following a muddy path through marshy fields and woods.  The heat was oppressive and the flies and gnats were thick.  There were dense trees to the north and the path led them to the shore of a muddy lake ringed with reeds and waterplants.  The air was filled with the sounds of frogs and insects.  An old road, with weeds growing between the paving stones, led north and south.  The footprints of bugbears, ogres and other creatures, along with humans wearing boots or shoes could be seen in the mud that lay in pools along the abandoned road.   Since the map they had taken from Cirdis indicated that the shrines lay to the North, the party followed the road North.

Two huge crumbling temples, shrouded with  creepers and vines, emerged from the mist ahead.  The road led between the two buildings and into the dark woods beyond.  A narrow, weed grown path branched off either side of the road and led to the front enterances of the shrines.   They had reached the Shrines of Teyr and Muir at last.  Both shrines had broken and crumbled pillars; the shrine on the left was decorated with stone carvings of hawks and an upward pointing sword; the shrine on the right featured an eagle and a sword with the point facing downward.  Since the players recalled that the hawk was the symbol of Muir, they elected to explore the lefthand temple first.  They hoped to deposit Tayleen's bones somewhere here and continue on their hunt for Cirdis, their enemy.

Inside the temple was dimly lit by light coming in large holes in the roof.  A large statue of a woman in armor with a sword and shield lay smashed on the floor.  The head of the statue had been broken off and lay by a cracked altar stone.  The statue had apparently once stood on a large round stone base with an inscription in an unknown tongue upon it.  Everything --- the walls, floor, broken statue and altar -- was covered in grafitti written with blood, charcoal, paint or a mixture of these substances.  Trygvie recognized that some of the grafitti was Orc and spelled out various crude insulting suggestions; other inscriptions were in an unknown language.  The inscription upon the pedestal was also in an unknown tongue; Wilbered thought the ancient runes looked familiar (and they did bear a striking resemblance to the runes upon Tayleen's blade, now carried by Zuran).  He thought that perhaps he had once seen runes of this nature in the library back in his Seminary days, but Wilbered had never been a particulary diligent student and couldn't remember anything alse about the letters.

Trygvie cast a Comprehend Languages spell and read the inscription on the staues base.  It said, "Speak, O Warrior, Stouthearted and True, the triune virtues of our valorous lady."   The group surmised that if they were to say aloud three qualities that were sacred to Muir that they might have something revealed to them that might help indicate where to go and what to do next.  They spent quite a bit of time saying various words aloud, hoping these might serve as the trigger, all to no avail.  Trygvie even made a list.  They then decided to clean off the grafitti from the statue, the altar and the head.  Mace began cleaning the statue, Zuran the altar and Castor the head of the statue.  Mace and Castor were harmed when two of the runes they wiped away discharged some sort of magical energy.

The group then decided to explore the second shrine.  They proceeded down the path and across the road to the second building.  As they climbed the stairs, four blood red skeletons ran out of the darkness and attacked them with bloodcaked swords.  After slaying one of the monsters, Wilbered raised his holysymbol, called upon the power of Cuthbert and blasted the monsters to flinders.

They searched the second shrine and found it much like the first.  Instead of a statue of a female warrior, a central pedestal held the staue of a seated man in robes.  The staue had once grasped a sword; all that was left was a broken stone stump.  The staues head had been knocked off and was missing.  Like the other chapel, much grafitti was in evidence.  The players decided to return to the chapel of Muir.

They returned and laid the bones out upon the altar and chanted every word that had anything to do with honor, valor or paladinhood that they could come up with.  Mace asked if the rest of the party thought that they had fulfilled their promise to deliver the bones of Tayleen by bringing them here, but Trygvie pointed out that they had promised to deliver the bones to the tomb, not the shrine.  Castor pointed out that there was a "tomb enterance" marked on their map.

The session ended here.

Character
class/race
player
xp at start
xp at end

Zuran
human fighter
lvl 3
npc
4816 5534

Mace
Human fighter
lvl 7
Mike D.
20438 21874

Wilbered
Human Cleric
lvl 6
npc
19424 20142

Castor Bean
Human Bard
level 6
Steve B.
15023
16459

Kane
Human Monk
Level 6
Al G.
17642
19078

Trygvie
Elven Wizard
level 6
npc
17198 17916