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player_journals:maervahr:survival_stories_from_the_hinterlands_session_189_-_october_20th_2024

Survival Stories From The Hinterlands

Voltendo's Quest

Session 189, October 20th, 2024 - Voltendo's Quest

LOG DATE 10/21/24

  • Eomiaje Bemyr'Iomyr
  • Aolis - Wood Elf Fighter 1 AC 2/3, large shield, MV 9“, Doors 1-4, Listen 1-3, 18/75,9,12,15,15,14, hp 6, AL CG, Cine
  • Mirella
  • Ragnar
  • Desmond
  • Voltendo
  • Elithra (Voltendo henchmen) Human Paladin AC 5/8, MV 12”, Doors 1-2, Listen 1-2 15,11,10,17,15,17, hp 6, Rook

Blade Moon the 26th, 498

Voltendo's Quest

Divination was done on the Treasure Map (DL 0) by Holt in Ornholm, low treasure amounts and it is located on the east side of the river.

We are joined by Aolis the Wood Elf Fighter.

BRIEF RECAP

Pilgrims passed by this place with a platinum light shining down upon a mountain and they thought it was a sign of Rook. We are going to go here and explore it for Voltendo's quest. They came down to Maelc from Ernta which is 25 miles west of Faier. We need to go into Maelc and it is located 1 hex north and then into the mountains 3 miles north. Maelc is 20 miles west of Ornholm.

Because of the mountains, the distance is not far but mounts will decrease our time in the mountains.

It is mid spring so it is closer to summer now than winter and the Sea of Grass is tall already.

Eomiaje and Elithra will both have our ranged weapons out as we go.


We have average encumbrance when traveling on foot so it will take us a day to travel into the mountains.


Blade Moon the 27th, 498

Arrived in Maelc and then head north into the mountains. Late in the day we arrive in the area where the pilgrims witnessed the sign of the locations

We will camp for the night. Eomiaje climbs a tree to use infravision to watch.


Blade Moon the 28th, 498

The night goes by without incident. The next day it is clear and sunny and the pilgrim gives us the final instructions on how to get to the site. This is not very forested.

We see an entrance at the top of the mountain and streams that come out of the mountain that are blocked by copper bars. Winding stone steps lead to a door near the top of the crag. The grate to the door is a 100' high.

We check the water and it looks very clear. Next we check out the grates near the stream. The streams are shallow, only a couple feet deep. We can see that the streams cut into a masoned hall. Cutout fairly carefully. It is not smooth. We look for debris on the grates but do not find anything major except at the sides of the stream, we see some material that has washed up. It looks like bat guano.

The grates look robust and are 16“ x 16” squares. We could bend them normally. We notice on the right side that there was a sudden bright light inside that illuminated where it curves to the left. The light revealed a chamber and it was strong as if by a continual light. We see the effect repeated and it was from the right corner. It was sucking in and pushing out light and shadow. Something is breathing both light and shadow and happens regularly, but it is not consistent. The light from continual light glows bright and flashy. The coin light is affected by the same thing as it shines in, happens a few times a minute. Like the Weep in the chamber was expelling the gas.

The Pilgrim says that the effect of the shadow being pushed out reminded him of what they saw. It was a real eclipse over the sky and then the sky was darkened.


We go up to the front door by winding up the path. We can see as we advance that there are several smaller crags around the base of the mountain. The door is made of thick wood at the top of the arch is a Dwarven Helmet with a three ringed halo. It has the appearance of bearing darker in the middle ring.

Eomiaje checks the door for traps but does not find any traps.

Voltendo, Aolis and Desmond are on doors.

The door is unsealed.

We are standing on the edge of a chasm. There is a stone floor to the left and right, and there are unlit metal sconces. Stairs go down on the left and right. The left mirrors the right. There is an open dropoff. We see another platform across from the door. There is a stream that falls off down into the chasm. A statue of a dwarf is seen on either side of the stream. A rainbow is produced by the stream and it is clear and robust. The only light we have currently comes from our magic illumination. The stream flows through a Portcullis. The stairs do not slick but they are not wet.

The statue on the left is a heavily armored dwarven form of Rook, holding his hammer. On the right is a Dwarven form of Anaera as though she is guiding the stream looking down. The rock beyond the portcullis is rough and not masoned. We cannot see where it ends. The waterfall drops 100'. Below us is another level with the continuation of some stairs. There is a third level where the waterfall ends. Two streams head off to the south from this level.

We look down in the chasm and we see the light appear in the pool room and then goes away. Eomiaje does not hear anything However, there is a door to the right. Eomiaje looks on the ledge and sees that there was something that was once mounted here. There is some staining to indicate a rectangular thing, maybe a sign or a plinth that was removed.

Eomiaje checks the door for traps, none found and it looks unlocked.


The door opens to a hall that is bisected by two tapestries that is hung by 3 columns. We see the same dwarven helmet on a tapestry that we saw outside. We also see a clan crest on the other tapestry of a silver hammer shattering a black star in a fiery field. Two Dwarven runes that we cannot read.

They look like they weigh between 500 or 700 coins.

Eomiaje searches the columns with Aolis and Desmond. We have not turned up anything when suddenly a rainbow appears in the room.

It bridges the north to the south side, it is silent and strong light. It is though it has material substance and seems to exist in the darkness. Voltendo sticks his hand in the rainbow and the light continues through it. Ragnar mentions how he feels and the Paladins realize that they can detect a presence of positive or negative energy.

Desmond wants to put the search on hold to see if the rainbow is safe. This looks like the manifestation of a rainbow. Eomiaje inspects the floor and finds some insectoid waste on the ground, he knows these are Giant Ant droppings. they are only on the left side.

We check the north side door for traps. Eomiaje finds none.


Through the door, we find a 10' x 10' platform and stairs leading down. We see a door at the bottom.

Eomiaje checks each 10' square as we got down and will check the door for traps.

Eomiaje looks for a secret door to the north and south and does not find one from the landing.

Mirella and Voltendo have continual light objects but we have no glowing weapons. Their Continual Light was created by Josalyn and Lusia. The lights of their coins get weaker and stronger as though being disturbed or overcharged, behaving differently. Somehow their lights almost go out but then come back in a single moment.

Desmond can carry a torch. AC 3/3 now that he has plate mail.

We head down to the door and Eomiaje checks for traps. The stairs continue downward. They level off down at the end. No traps detected Aolis and Eomiaje listen at the door. Desmond too, we do not hear anything.

We open the door.


ROLL SURPRISE

We open the door to a room filled with broken pottery and stone. There is an L shaped table that is the only thing that is standing. There are many different kinds of liquids, ointments and such mixed into the cacophany. There are 4 Giant Ants. They are in melee and not surprised.

  • Voltendo attacks.
  • Elithra
  • Ragnar charges in.
  • Desmond attacks.
  • Aolis attacks.
  • Eomiaje draws his sword and charges in.
  • Mirella holds back.

We all miss. The Giant Ants retaliate.

1 attack on Aolis, AC 3. Bite does 2 damage. 1 attack on Eomiaje, he takes 3 damage. No hits on Voltendo.

  • Voltendo attacks.
  • Elithra watches the hallway with her bow.
  • Ragnar attacks.
  • Desmond attacks.
  • Aolis attacks.
  • Eomiaje attacks.
  • Mirella holds the door.

We lose initiative. 1 attack on Aolis misses. Eomiaje takes 6 damage. Ragnar is hit for 4 and 1 damage.

Aolis hits one for 7 damage, it is not killed.

  • Everyone is doing a fighting withdraw.
  • Aolis and Voltendo attack.
  • Elithra charges.

1 attack on Aolis misses. 2 on Eomiaje, Eomiaje hits first for 11 damage which kills it. Eomiaje is hit for 5 damage and he has 1 hp left.

Ragnar disengages. actually he is still in melee

Desmond does 5 damage. Ragnar misses. Desmond is misses.

  • Desmond will keep attacking.
  • Eomiaje tries to hide in shadows.
  • Mirella tries to withdraw.

Everyone is a target now. Eomiaje failed to hide in shadows.

Mirella is missed, Voltendo is hit and takes 3 damage. Desmond is missed.

  • Mirella attempts to disengage up the stairs.
  • Voltendo attacks.
  • Elithra attacks.
  • Ragnar attacks.
  • Desmond drops the torch and pulls out a shield.
  • Aolis attacks.
  • Eomiaje tries to hide in shadows.

It is determined that you can Hide in Shadows while in melee.

Mirella is hit for 1 damage. Elithra is hit for 6 damage. Voltendo is missed.

ELITHRA IS DROPPED TO -1 HP.

Aolis killed one for 8 damage and Desmond killed one for 4 damage. Voltendo hit for 8 damage.

We killed all of them!

COMBAT ENDS


Elithra's wounds are bound. Desmond heals Elithra for 2 hp. Eomiaje is healed for 8 and 2.

One turn passes after combat and we must rest for 1 turn. We rest inside the room.


ROLL SURPRISE

Theres a sudden scratching on the door and it opens.

  • Aolis chops at the door.
  • Eomiaje tries to hide in shadows.
  • Mirella stands back.
  • Voltendo tries to block the door.
  • Elithra is unconscious.
  • Ragnar attacks.
  • Desmond attacks what comes through.

Voltendo keeps the door closed because the door is not strong enough to be opened by whatever.

Aolis and Eomiaje help Voltendo hold the door.

After a minute the creature on the other side of the door leaves and we continue searching.

NO COMBAT


After a couple of minutes, theres some salvageable materials. 2000 coins worth of material, probably not worth that much. We search thoroughly but Mirella locates an ivory seal with the Dwarven helmet icon on it.

  • Ivory Seal.

Detect Magic is cast and we head out. No magic items found.

We exit the room and see nothing on the landing and fail to open the door at first. We head back to the room with the tapestry. We are back in the waterfall room then exit the dungeon. Mirella does not Detect Magic on the waterfall or tapestries or keystone.


We head back to Maelc.

Travel is uneventful. We set Elithra down for bedrest and we do some information gathering to ask the Dwarves about the sigil.

One Dwarf recognizes the sigil. They say this is a Dwarven sect of Rook, founded a long time ago. If there are adherents to that sect now, they are “in spirit” only as the organization has disappeared. The Dwarf says he does not know about it much just the icon. It was just an order dedicated to Rook.

The seal is worth 800 gp.

Maelc is only 150 people. We sell the Ivory Seal for 80% for 640 gp.

98 gp for PCs, half for henchmen.

PCs get 117 xp, henchmen get 34 xp.


Voltendo will ride up to High Dell.

Walker T joins us as a Ranger. Doors 1-4, Listen 1-2, 18/79, 13, 14, 12, 13, 15. hp 12, AL NG, Riswa.

Yohan would be done on 3/24.


Eomiaje buys Banded Mail and we set out for the day on our horses.

Radiant Tzomantli


ROLL SURPRISE

We are not surprised.

We see 9 Hippogriff that are flying overhead toward the mountains. They do not come down and disappear into the horizon.

NO COMBAT


We arrive at the base of the mountains.

We camp for the night and the weather is clear. Night passes without incident.


Seed Moon the 2nd, 498

We head up north into the mountains with our mounts. The weather is clear.

No incident on the way there.

We leave our mounts by the stream and our now in front of the door. We are on the precipice before the waterfall.

We go back for the side door to take the stairs in the back down. We open two doors.

Mirella's continual light object is nearly extinguished.

Eomiaje lights a torch. We are at the second landing by the door. We proceed further down the stairs past the second landing.

We find a chamber adorned by statues. The power of the light reveals 5 alcoves with statues and another with a door. At the far end of the hall there is a ton of large boulders and rubble on the ground, but we cannot see beyond a few rocks. Nothing on the ground except sizable rocks. The statues have names on the plinths.

Any loose rubble or stalactites on the ceiling but it does not look collapsed or anything. It is a flat ceiling.

North Eastern statue says NE: LESTRIBAL (female human) and the south one says SE: KAL-TIZAL (male dwarf). The names are inscribed in Common and Dwarven.

The other statues are N: MON-CHACAL (male dwarf), NW: ZAN-TOTEC (female dwarf dressed in chain robe) and SW: TEK-KOROQ (male dwarf).

There are the runs of another statue in the back: Half collapsed: XOL-????

They are all wearing robes except the female human in a robe of chain. They are all made of nicer stone sourced from elsewhere.

Ragnar watches the door while the rest of us search the statues.

Aolis is looking for secret doors but does not find one. He does find a hidden switch on the bottom of the statue that is concealed beneath the lip.

There are two identical switches on the other statues. Eomiaje removes his armor and searches the statues for traps but does not find any.

Desmond will flip a switch while we go up the stairs. He flips the switch while we go up the stairs. There is a click and a mechanical noise behind the wall. He flips the left switch and something is released in the central one. It grinds open and swings to the side. It reveals a hidden compartment behind the statue.

  • 9 bars of electrum (100 coin each)
  • 130 gp
  • Crystalline vial of liquid.

The light from the necklace and the torch and become inactive briefly. Eomiaje thoroughly searches the rubble.

Nothing new is found.

We push open the door to the south.

The three door openers go into a blind darkness. There is an impenatrable wall of blackness.

  • Ragnar draws his sword.
  • Desmond tries tries to withdraw.
  • Walker steps back.
  • Aolis steps back. No infravision either.
  • Eomiaje get his rope ready and says can they hear us.
  • Mirella complains about the coin while drawing her mace.

There is nothing but blackness inside.

Eomiaje holds the door while Voltendo detects evil ahead. Eomiaje notices that the shadow wall also seems to flicker a bit, when he sees in for a moment, he can see the edge of a staircase that runs along a circular wall and to the right sees only a floor.


We leave this area for now and head back up to the stairs and Eomiaje's torch goes out. Aolis gives him a torch.

We go down and find a door to the right on the next level down. There is a loopback on the stairs that goes further down to an unlit iron sconce on the ground. In the alcove to the south is a stone slab with some writing on it. These are Dwarven runes. We can see a pool below. 30' wide and 30' deep. The stairs go down into the pool. There are the heads of two statues in here as well. The one on the right is a statue of Dwarven Rook resting his hammer at his feet. The other is Anaera in quiet song.

Aolis, Eomiaje and Desmond listen at the door.

Desmond hears a brief rattling noise of bone on bone.

We burst open the door. Inside is a bed chamber with 8 stone bed frames and foot lockers. There are 5 Skeletal Dwarves with black energy running along their bones. The energy waves like our lights. They have rusted battle axes.


ROLL SURPRISE

They are langorious with the ages. We are in melee with these 5 creatures.

2 seconds of surprise.

  • Walker attacks with a morning star.
  • Aolis attacks.
  • Eomiaje charges.
  • Mirella turns undead.
  • Ragnar charges.
  • Desmond attacks.

Walker hit for 11, Eomiaje hits for 5 and this destroys two!

Mirella observed that the Skeletons are adverse to the light of her necklace. The necklace gave her strength to turn them.

  • Mirella charges.
  • Everyone attacks.

We all miss.

Eomiaje does 3 damage, 4 from Aolis. We destroy another one! Ragnar does 1 damage.

2 Skeletons swing at Ragnar and Walker. He has AC 7 and is hit on a 12. Walker is hit on a 14, he is hit! Walker takes 6 damage.

Eomiaje misses, Ragnar did 3, Walker did 11, Aolis did 2. They are all destroyed.

COMBAT ENDS


Eomiaje checks each of the footlockers for traps after removing his armor. He does not find any traps.

Walker opens one of the footlockers.

  • 80 cp
  • 40 sp
  • 120 cp
  • 35 sp
  • 150 sp
  • 6 cp
  • 40 ep

Paul searches again as Eomiaje takes off his armor again. Nothing new is found. Eomiaje fails to pick the open locks so we are prying it open with an axe.

Walker holds the door closed while we bash the chest. It contains:

  • 314 sp
  • Old papyrus with old Dwarven runes on it. Actually no these notes are in common.

Aolis reads the notes. They are describing some sort of experiment. They talk about the design of some large device that is capable of interacting with other planes. The positive and negative planes, para elemental plane of radiance and salt. they are Auxiliary notes taken by a single person. They seem hastily scrawled with some vague diagrams on them. Consists of tubes, valves and dials. There are no dates on the on the papyrus but its hundreds of years old.

The papyrus is in sheaves so we could take a rubbing of the slab. Eomiaje searches it thoroughly. We copy down the Dwarven runes from the slab.


We listen at the door to the west. Aolis and Eomiaje do not hear anything and Desmond does not detect evil.

We open the door. We are standing in a room with a mural on the wall. The mural is on the east wall. Depicts of hundreds of Dwarves in a valley inside of a keep, they work to build the keep. There are some stairs across the way and some stairs that go down.


ROLL SURPRISE

They are surprised for 2 segments.

We can hear that there is a low whispy rough sounding, inhuman chanting in the Dwarven tongue. It is coming from down the stairs and to the west. The chanting continues steadily.

Aolis will charge to the south while the rest of us charge into the west.

It is a 40' x 40' room there are two sigils that are 20' long. The far side of the wall looks broken about 3' up. There is chanting coming from the south. We also see a chest in the corner.

We continue the charge south, toward the sound of chanting and find ourselves in the same chamber.

Inside of the room are 7 Dwarven Skeletons with dark energy. We see a white brick altar built in the style of Rook. They are in the midst of a ceremony or ritual, one is carrying a warhammer that has an unusual amount of dark shadow energy. It is nice looking. On the other side of the room is a platform elevated by 2 feet. There are two steps to the platform with a marble font carved like a tree trunk. There are 7 crystalline objects that are arranged on the rim. Coming through a slit on the wall is sunlight and some fresh air.

We charge into the group which is 2“ away.

Eomiaje hits the plate armor wearing Skeleton for 5 damage. Aolis did 6 damage and Walker did the 9 damage and we BLAST IT TO PIECES! The shadow leaves all the bones including the warhammer and the armor.

The 6 Acolyte Skeletons are in melee.

Eomiaje destroys one and Walker destroys one. The Skeletons were turned. There are 3 left.

Eomiaje did 6 damage, Aolis does 4, Walker destoys one. Desmond destroys one. The shadow energy leaves ALL of the skeletons.

COMBAT ENDS


A turn passes after combat. The Warhammer begins to glow like a magic sword, 30'. There are Dwarven runes written on the handle. The crystal things on the font are delicate looking thistles but are made of crystal.

The plate mail is in good shape.

Mirella picks up the hammer.

The hammer is a +1. Throwing it and blasting it does not do anything. The altar is unadorned. There is sunlight running onto the marble font. There are 7 crystal thistles. The basins font is missing. They are very delicate.

  • 7 Crystal Thistles (360 gp each)

Aolis opens the chest and finds odd stones, raw silver (145 pounds).

  • 145 pounds of silver 1450 sp
  • Spell components.

We take the stuff and head out.


We make it back to Maelc without incident. Detect Magic is cast on everything.

Thistles and armor is not magic but the vial is weak magic.

  • 900 ep for the electrum bars.

The components are worth 180 gp.

We get the full value for the Crystal Thistles.

Mirella takes the hammer.

Walker tastes the potion and fills him with invigorating force of energy and health. Positive energy.

Crystal Vial potion is claimed by Eomiaje.

Walker spars with the hammer and it still counts as a +1 hammer.

595 xp each for cold

611 xp for all.

Mirella gets 961 xp

505 gp, 156 ep, 241 sp.

Eomiaje accompanies Mirella back to Ornholm.


ROLL SURPRISE

It is surprised.

Eomiaje and Mirella move through the Sea of Grass and come to a clearing with many Wild Boars! We evade them by staying downwind.


Eomiaje is in Ornholm.


END OF SESSION

player_journals/maervahr/survival_stories_from_the_hinterlands_session_189_-_october_20th_2024.txt · Last modified: 2024-10-21 13:53 by maervahr