Cullen
De Filch (Npc; Human Rogue)
Mace Blackstar (Mike D.; Human
Fighter)
Wilbered The Silent (Bob S., Human Cleric)
Castor Bean (Steve B; Human Bard)
Trygvie (Steve G.; Elven Wizard)
Kane (Al G.; Human Monk)
Geia (NPC; Human Fighter)
players map from the session
The last session ended with the players having defeated Cirdis and his
minions. Geia, one of Cirdis' followers, had been subdued
and bound. One goblin female remained, pleading for her
life. The goblin female stated that without a key, which had been
taken by someone named "one ear," it was impossible to leave... but
promised that if they spared her life she would lead them to great
treasure. The players questioned her about who led the goblins
and she replied that "Snitch" and "Blix" led them, but that she hadn't
seen Snitch nor Blix since one of the guards fetched them, telling them
that humans had invaded the fortress. Blix, it seemed, was some
sort of a goblin spellcaster and Snitch was a goblin warrior. A
key, it seemed, had been taken by Snitch's servant "One
Ear." Asked for a description of this "One Ear," she
replied that he was a goblin with only one ear.
Cullen expressed interest in the treasure, so the goblin female lifted
a moldy bearskin that hung on the wall, revealing a stone trap door in
the wall. After a moment's hesitation. Trygvie opened the door,
revealing a small chamber. It contained two bags of gold coins
(310 in total), a pile of dented and tarnished copper plates and cups,
several small clay idols of various savage looking goblin deities and
an onyx pendant hanging from a peg. A pile of human bones lay in
one corner. Trygvie took the pendant and the coins were divided
up amongst the group. A few party members took a tarnished copper
plate. Wilbered the Cleric used his mace to smash the idols in
the name of Cuthbert. He used a flask of holy water to
bless the human remains and said a brief prayer for the unfortunate
that had died there.
Suddenly the ghostly form of a human woman arose from the pile of bones
and greeted them in the name of Muir. The players were initially
frightened, but the ghost did not appear hostile. She said her
name was Tayleen and she had been a Paladin of Muir many years
ago. She had apparently been an enemy of the shrine and said her
spirit remained because she was worried about a creature known as "The
Malfeaseant." The Malfeaseant, she explained, was a spirit of
ancient evil who caused discord and attacked people's sanity. It
was invisible but was attracted to pain, fear, hate and anger... which
fed the malfeaseant. The Malfeseant would usually be found in
close proximity to fear, hate, pain and suffering. The players
surmised that if they found the biggest, meanest creature in the
dungeon, they would probably find the malfeaseant as well.
Tayleen told them that if any of them proved worthy and became a
worshipper of Muir, they could use her sword, providing they could find
it. Mace had a sudden epiphany in which he realized that what he
really wanted to do with his life is become a paladin of this ancient
goddess Muir... and thus, hopefully become worthy to bear Tayleen's
sword. Wilbered recalled that Muir was a Goddess of war,
paladinhood and law and the sister of Thyr. Thyr was a god of
justice, kings and rulership. In former times the followers of
Thyr and Muir had their stronghold on an island south of Blackmoor now
known as "Asthar Rho" but previously called "The Valley of the
Shrines." Asthar Rho and the Valley of the Shrines had been
mentioned in
the maps and
notes they had captured from
Cirdis last session.
Mace swore that if he could he would destroy the malfeaseant.
Wilbered gathered up Tayleen's bones and tied them up into a sack,
promising to bury them in ground sacred to Muir sometime in the future.
After considering their options, the players decided to rest the night
in this chamber. During the night a few creatures came and tried
to open the door, but the players had fastened it tight. In the
morning, they awoke to discover that Kane, Castor and Cullen were
covered in scabs and sores. The sores seemed most prevalent on
their legs. After a lot of whining by Cullen, Wilbered cast
Cure Disease on Kane and Cullen and
Restoration on Castor.
The
Cure Diesease cleared up
the problem for two of the players and the
Restoration minimized the
inconvenience for Castor (although the scabs and sores remained).
When they undid Geia's bonds so she could eat and drink
something, she swore that she would help them, explaining that Cirdis
had charmed her. They returned most of her weapons to her.
Castor explained that when she had "proven herself" he would return her
bow as well. After healing up, they gathered their weapons and
went off to explore the tunnels further, using the goblin female (whom
they had nicknamed "Trixie,") as a guide.
A door through which they had previously heard the loud sounds of
hammering now stood open. Inside was a small metalworking forge
with tools, iron bars, anvils and a firepit. They searched the
room and found nothing other than tools and a half finished metal
grating that the blacksmiths had apparently been making.
Some further twisty halls led them past another large stone sculpture
of a toad. They found a locked wooden door; inside they heard
hushed voices. Cullen picked the lock and Geia ripped open
the door while Mace brandished his sword. Inside a group of
goblins, including females and children, cowered, begging to be
spared. The goblins revealed that they were leaderless and
terrified (it turns out the players had killed their leader, Snitch,
and his right hand, the adept Blix, in their big fight the day
before). The goblins were unable to leave the dungeon complex
because Snitch's goblin servant, called "One-ear," had taken the key to
the big iron door and then run off into the tunnels. The goblins
were afraid of "big worms" that lurked in the tunnels and the key was
the only means to leave the complex --- a large earthquake the
day before had frightened One Ear and he had run off into the tunnels
in a panic. When the players suggested that the goblins leave via
the amphitheatre, the goblins revealed that they had already tried this
but the earthquake had apparently sealed the exit with tons of
rock. The goblins begged the players to return with the key, if
they found it, and let the goblins escape the temple. The players
agreed to do this, but only if the goblins gave them treasure in
exchange. They allowed the goblin female to join the rest
of the goblins and asked the goblins to show them which way that One
Ear might have run. The goblins led them up to the gate through
which they had originally entered the complex and asked them once again
to return with the key if they found it.
The players retraced their steps back up one of the twisting hallways,
turning down a previously unexplored tunnel. This led a short
distance to an ancient looking door decorated with a human skull and
some words written in an unknown language. The room and door felt
noticeably colder than the other tunnels. None of the players
could read the words on the door so they sent the thief forward to
check the lock and look for traps. The thief tried to disarm some
sort of trap on the door and suddenly a loud gong sounded twice from
beyond the door. Mace cursed Cullen's butterfingers and opened
the door, revealing a ruined and half collapsed room filled with
rubble. There were more toad and frog paintings on the wall and
the air felt cold. They moved through the room and into the
passage beyond.
The short passage led to a room filled with scattered bones and
preserved corpses. As they entered, skeletons and zombies arose
from the floor and attacked. The majority of skeletons were blown
to smithereens by a
turning
by the cleric, Wilbered, and the zombies were destroyed at little cost
top the group. The only thing other than human remains in the
room were shrouds and vestments marked with embroidered toads as well
as coffin fragments, dust and rubble. Eager for treasure, they
pressed on through a long, curving tunnel that skirted the outside of
the complex.
After exploring some side passages and only finding some small grottoes
filled with bones, the players came to a branch in the tunnel.
The right hand branch led past some watter and the left hand branch
curved north so they went north. They came to a small cave filled
with a pool of dark, dirty water. Mace borrowed a quarterstaff to
probe the dirty water and discovered that the water was only two to
three feet deep near the shore. Suddenly some rotted, undead looking
creatures sprang forth from the water and attacked. The players
attacked and Kane climbed up the wall, hoping to flank the undead in
the pool. He jumped behind the undead just as his companions cut
down the front rank of undead and a third undead creature dived back
beneath the water. Kane decided to dive after the creature and
discovered that the water was too dark for himn to see in and the pool
was a lot deeper in this end than he had initially thought. Just
as he decided to surface, an icy hand grabbed him and he felt his
muscles turn cold and stiff --- he was paralyzed.
His companions saw the monk surface, cry out and fall back into the
dirty water that was now littered with the floating corspses of undead
creatures. Since they feared for the worst, they began reaching
into the water, searching for the monk with their hands. Mace
grabbed something that felt like a human foot and pulled, hoping to
save his companion the monk. Imagine his suprise when he hauled a
snarling, struggling undead creature out of the water that tried to
claw and bite him! Trygvie killed the creature with a blow from
his quarterstaff as Castor pulled the paralyzed monk from the water.
The monk was unable to move or spealk but still alive and breathing,
although some of the nasty looking water from the pool ran out of his
nose and mouth. The players elected to carry him along. By
probing with a quarterstaff, they discovered that the water was only
two feet deep on the left hand side of the cave. They waded
through the water and took the unexplored tunnel east. It led
them past an ancient and crumbled masonry wall and sloped down into a
passage that was evidentally filled with water. Since the players
did not want another battle in the water, they retraced their steps
back to the branch where they had originally elected to go east and
took the unexplored north branch which led them past another pool of
dirty water.
Just as they passed the water, a corpselike creature sprang from the
water and sank it's fangs into Geia. She was immeadiately
paralyzed. The other players quickly cut down the ghoul just as
Kane was regaining movement in his limbs. Since Kane's paralysis
had worn off, the players resumed their exploration, now carrying the
paralyzed Geia.
A passage led to a large, rough cave. Several broken coffins and
bones could be seen in there. Spoiling for a fight, Wilbered
rushed in to investigate. Almost immeadiately, skeletions
and more of the corpselike creatures arose from the floor and climbed
out of the coffins and attacked. Cullen dragged the paralyzed
Geia back out of the way as the players attacked. A quick
turn undead by Wilbered, a
flaming sphere spell from Trygvie
and attacks by the rest of the party soon cut down all of the
undead. There was a set of ancient looking double doors in the
west end of the room.
Wilbered cast detect magic on the variousrusted weapons used by the
skeletons. A spear and a shield detected as magical.
The adventure ended here for the night.