Darker days

The Horned Hall

June 17

The journey to the Horned Hall proves uneventful until the party nears the Hall, located on the edge of a canyon wall. Donga sneaks ahead and spies orcs guards behind a portcullis. After describing what he has seen Renmar decides to try and bluff his way in. Advancing as a duergar he claims to have slaves to sell and food carried by said slaves. The gate like portcullis is opened and a couple of the orc guards come out to see the slaves.

The ruse quickly discovered the two groups attack each other. Torthal proves to be part pincushion as several arrows get stuck on his armour. Donga enters the area behind the portcullis top engage the orc leader, as the other guards are quickly overpowered. Renmar orders the bodies to be dropped down the canyon side after looting is completed and the party advance into the hall.

As they move ahead they hear the sound of a working forge. Entering the many doored forge room alerts the duergar and orc. Allowing the duergar to promptly disappear as the party enters. The largish orc attacks Torgeir as poisonous gas fills the area from a previously unseen robe wearing duergar. With the combined efforts of Torgeir and Aisling the orc and robe wearing duergar are dispatched. However the other duergar prove more troublesome as they repeatedly disappear, only to reappear when attacking. One manages to move around and leaves via the doors the party entered by, before circling around and attacking the party from another direction. Before he can be taken care of he runs out through another door. A late arriving duergar also attacks, but on being injured runs away with a bow wielding Donga chasing. When the survivor disappears Donga aims down the corridor towards the double doors, only to receive a glancing blow from the duergar is he runs past him towards the doors. Both Donga and a rushing Torgeir are finally able to bring him down.

As the party search for useful items Donga checks the door the surviving duergar fled through and spies a bridge across the chasm to another fort like structure. Not wanting to allow easy access to the party’s rear he rigs a crossbow trap for anyone coming through the door. The party find money, weapons and a scull-topped sceptre, which Torgeir throws into the forge.

Further explorations find the party returning to the forge room where Donga notices that his trap has been triggered. However the bolt appears to have only hurt the ceiling. Moving along the almost fled duergar’s path leads the party to doors behind which talking can be heard. Once voice is explaining that dwarfs have entered the fort, calling out a name that the party recognises as one given by the girl during the slave taking attack: Rundarr.

After a quick moment to ready themselves, the dwarfs burst into the room. The dining hall contains a chair located at the other end behind two tables with benches for seats. The occupants of the room, the duergar the party recognises from the forge talking to a large chunky duergar, and five other warriors. Standing on the near side of the tables a battered dwarf in tattered robes holding a tray of food and drink.

The party charges with Renmar trying to position himself to protect the dwarf slave as the duergar move forward. Torgeir, Donga, and Renmar find striking their foes hard going at first, as if some force redirects their blows away from the enemies. Before they can adjust adequately the three are bloody from blows and Torthal once again starts to resemble a pincushion. Meanwhile the duergar have received only minor scratches, mainly from Aisling and Torthal magics. In a matter of moments the fight ends up in a close and vicious melee as a couple of duergar archer support their comrades. The tide turns in favour of the dwarfs when, gasping deeply Torgeir brings frost to bear in the area, dazing and immobilising foes, followed by strong strikes by Donga and Renmar. Rundarr falls to several well-placed blows by various party members and the surviving duergar falls back to his allies. Donga then Torgeir hurl themselves at the remaining duergar and the fights ends up with the combatants manoeuvring to gain advantage over their enemies. Again the disappearing antics cause problems, allowing them grind Donga into unconsciousness. Renmar and Torgeir manage to hold and violently subdue the remaining duergar before they can finish Donga. Renmar then is able to bring Donga to consciousness.

Rundarr is found to hold an iron key

The slave, after taking no part in the battle calls himself Aaron. He informs the party that two other slaves, Bessa and Kaldot are in the kitchen. None of the dwarfs are from Meigle. With promises of helping the slave dwarfs to escape Torthal learns that other slaves are probably located across the bridge.

View
The Chamber of Eyes & A Failure to Trade

June 10

Donga checks out what is behind a door leading to an unexplored part of the Chamber and sees a couple of hobgoblins in a large room. Devising a quick plan Donga and Aisling stay where they are as Torthal, Renmar and Torgeir head to the unopened double doors. Once beside the double doors Torgeir hears the sound of a large animal growling.

At the single the party opens both doors and enter the room. They see that the floor of the room has many chains lying empty, a statue of a horrible dwarf like figure on a balcony at the far end, three hobgoblins with longbows aimed at the three dwarfs, and a massively large wolf waiting to pounce. Torgeir charges in to handle the dire wolf with Renmar in support as the others engage the hobgoblins. Torthal finds himself in his own dagger cloud as Torgeir is shot and bitten. Donga engages a hobgoblin in melee while Aisling magics another one to death. As Torgeir finishes the wolf Renmar and Donga close in on the last hobgoblin standing beside the statue and bring him down.

Finding a trapdoor the dwarfs head down continue exploring via secret doors. They find a group of hobgoblins, men and goblins in a supply/dining room. The party attacks gaining an early upper hand. Tight quarters and spread out foes allows the slavers to split Donga from the rest of the party, forcing Torgeir to leave Renmar and the others to teleport himself next to Donga. With the party now able to strike on two fronts while offering limited openings they manage to put the slavers down.

While they find no more foes or any slaves, they do manage to find a fancy scimitar, some gems and some money.

After an extended rest the dwarfs have an uneventful trip back to the 7 Pillared Hall. Torthal spots a dwarf’s family crest on a building side, a hammer with a twisted haft. Rendel greets the party warmly and they relate the deaths of many a Bloodreaver and what they have learned to him. Torthal asks about the family symbol and Rendel replies that is where Geheral Grimmerzhul, a trader lives and sells his wares. Noting the name the dwarfs decide to pay the trading post a visit.

On closer viewing the crest turns out to be a hammer with manacles wrapped around the haft. Inside the party meet two duergar behind a sales bench. Hoping to find more information Torgeir tries to pass themselves off as working for Murkelmor but the bluff fails. Torgeir tries to jump onto the bench but only manages to land prone on the bench as the two duergar call for aid. Two doors open showing more duergar. As one harasses Aisling and Torthal, two more join the initial two fighting Torgeir and Donga, and Renmar is forced to meet an arcane menace behind a previously hidden door and viewing portal. Renmar removes the caster with Torthal’s help as Torgeir and Donga whittle down the main duergar group. Aisling manages to hold of her attacker until aid comes and remove the threat. The last duergar starts moving to the exit in a bid to escape, but the combined efforts block him and bring him down.

Ransacking the trading post locates money in the form of gems and coin, plus three sheets of paper in a desk:
· A mud map of the labyrinth
· The location of the Horned Hold
· A note signed by Murkelmor asking Kandera for more provisions for their merchandise.

Believing that the enslaved dwarfs are at the Horned Hall they party determine that is where they will go next.

View
The 7 Pillar Hall & Chamber of Eyes

June 3

The party head out towards the Labyrinth. Their travels are uneventful until they hear raised voices coming from ahead; slavers claiming that they can get 10gp for the halfling and the reply that he is worth 20. Bringing 30gp with him Renmar enters the barrel filled room to see Bloodreaver hobgoblins menacing a tied up halfling. Renmar offers the 30gp but negotiations do not go well. As Torgeir and Donga face the hobgoblins Renmar climbs the barrels and tries to push the barrels on their foes. He is only partially successful, blocking some access but failing to land a barrel on a hobgoblin.

The just released halfling names himself Rundel Halfmoon and he offer to take the party to the Halfmoon Inn in the 7 Pillared Hall. Once there, the party enjoy some holy water and seek information on their destination. From Rundel and others they hear about the chamber of eyes and determine to find the place in the morning. Rundel offers to show them the way. While talking to the locals a surface dwarf, Ulthand, cleric of Moradan bemoans the loss of his “wee piggy”, a dire boar, to gnolls to the Well of Dreams. While willing to help the return of Wee Piggy, the party decide that finding the taken dwarfs has precedent.

True to his word Rundel joins the party in the morning and leads them towards the Chamber. Also true to his word Rundel points out the direction to the chamber and leaves the party while mentioning that he was never going to enter the chamber.

Locating the Chamber of eyes from Rundel’s directions the party cautiously enters with Donga in the lead. He hears raspy voices behind a set of double doors. The party head over and climb a balcony to another door. Behind the door and along the corridor the party spot a bugbear and several goblins in what appears to be something of a barracks. As Renmar watches another corridor the party attacks. The goblins shoot hand crossbows as they on call the bugbear Krand to kill the dwarfs. Donga goes down under blows from Krand and goblins. Torgeir calls out to Renmar for help but is able to prevent further injuries to him and the party. Renmar chases a fleeing goblin and a slices him apart with his warhammer.

After allowing Donga to recover from brief sleep the part advance down a side corridor before entering a room occupied by two pasty, red eyed dwarfs, duergar. Calling out for aid they attack the party. A fierce battle erupts as the dwarfs enter the room and a spell caster and a big hobglin from opposite doors reinforce the duergar. Renmar, Torgeir and Donga all suffer injuries from their opponents but manage to defeat them by splitting them apart and waling on the separated foes.

Quickly grabbing the hobgoblin and easily collected items the party head to the room where Renmar spotted the hobgoblin coming from. Looting and examination reveals some gems and money, magical (hobgoblin) chainmail and a letter.

Written in common the letter offers to purchase the Meigle dwarf slaves for 1000gp, singed by Murkelmor Grimmerzhul and dated two days ago.

The party prepares themselves to further investigate the Chamber of Eyes.

View
Destroy the slavers!
party quests
Interlude

It is the dark phase in Meigle, the lights are dimmed and all good Dwarven folk rest. Not all rest, as there is holy water to be drunk, luminous mushrooms to explore and there is a steady beat in the town that resembles a mothers heart, pounding in the darkness. Something stops the heart and brings chaos.

First there is fire, one of the town’s outer huts bursts into flames, almost of it’s own accord. Screams can be heard, pitched and dispairing in the gloomy dark that is under Faerun. A child stares out from behind a mushroom, looking in horror and hoping not to be seen. Hobgoblins! Dwarves with Hobgoblins! Stealing other kin! The childs mind reels with the concept, now shaken to his very core. The fire lights up as it hits a particularly flammable section, the light almost causes a shadow of the child to appear, and unfriendly eyes gaze in her direction. The flash of light illuminates the Dwarven kin revealing gray almost sooty skin, fiery amber eyes and white stiff beards. One of them glares in her direction and reaches into his beard, pulling out something that looks sharp. Harsh words are spoken almost in a language she cannot understand. ‘Rundarr! Rundarr! We are going back to the seven pillared hall!’ the warrior Rundarr looks once more in her direction, she shrinks back and out of sight, then collapses and sees no more. The screams of her cousins ringing in her ears as consciousness eludes her.

On the summons to the explorers guild.

Mackay and Torin Dordrin summon the young Dwarves to their presence after a few days R&R. Their faces grim and desperate.
“Lads, lass” They acknowlege almost simultaneously. “Well done I hear about the closing down of that damnable portal and getting rid of that half-orc peskie. It bewilders us why he would want to pursue such a course of action. However, there are again pressing matters to be heard. The Duergar, damn their infernal souls, are making trouble from some outpost nearby. A child who saw the event, has finally talked to us and mentioned he overheard that they were ‘beyond the Seven Pillared Hall’ whatever that means. The child also mentioned he saw hobgoblins as well as strange looking kin. I believe that these kin are Duergar and are to be held responsible for their misdeed. You must aid the town in this time of need.”

“Gather your things. Find this Seven Pillared Hall, find our people and destroy this nest of evil.”

Mackay gives the party a bag. “Here is a magic bag and some provisions, I hope they will get you through this.”

(the bag is a bag of holding, it contains food and water for 5 for at least 10 days, plus 5 potions of healing).

You approach Aneirin MacBain, local sage for advice. After a few unpleasant moments of Aneirin complaining about not being paid for his services, he admits you in and you begin to discuss the seven pillared hall. He describes the location of the hall (beyond thunder rift, in an unused tunnel from the upper mines), it sits at the start of a Labryrinth which used to house minotaurs in the past but has been occupied by others since. Aneiring reads from a relatively fresh scroll, describing that the place is inhabited by many different races, is commanded by the Mages of Saruun, and is an outpost which deals with the surface more than us deep folk. He admits to not knowing much more.

You make last minute purchases, gather your things, say farewells to loved ones and leave into the night. As you travel towards the Labyrinth, your mind wanders back to the encounter leaving the complex…

View
The Complex: To Close the Portal

May 27

After cleaning and drying themselves the party takes rest back in the portcullis room. They continue past the statue room into one containing the smell of rotting meat, the source being dwarf and other bodies. Donga throws a glowing sunrod forward and it hits a wall before bouncing back towards the party. A strong smell of blood emanates from a side door but any investigation is halted by the appearance of rotting bodies advancing on the party, along with a small gargoyle like homunculus scampering towards the blood smell filled corridor. With Torgeir holding one corridor and the others cutting through the advancing zombies the party discovers another undead creature, a wiry, undead with long fingernail claws later identified as a ghoul. It strikes and immobilises Donga to the spot, albeit for a short period.

As most of the undead fall Renmar runs to the now open double doors the gargoyle scampered through. Through the doors he sees several streams of blood draining away through a central grate. Four green columns, one fallen but still lit, light the room and illuminating the room’s inhabitants; a pair of gold dwarfs and a halforc with a deathlike pallor calling out to Yurturus. Renmar pulls the doors close and calls for help. Donga tosses a spike to him before he and the others try finishing of the ghoul.

Once it is destroyed Torgeir runs down to try and help Renmar keep the doors closed. They are only partially successful, only allowing the party to ready themselves for a fight before the doors are battered open. The two alien dwarfs attack the party, frothing their rage as they take hits from the party. Putting the two down the party advances into the room of blood and walls. More undead appear as the halforc cries out to Gruumsh, informing that the dwarfs will die to bolster his undead army. Again Torgeir blocks one route to the party as the others engage the undead. Renmar manages to spot and warn about a small shadowy form approaching the party before it disappears in the darkness. The undead close in and Torgeir learns the hard way that they thrash in a frenzy of claws as they die. Donga hides, seeking to ambush newcomers as the others battle the undead. Aisling manages to spot the shadowy form and strike it with magic before it materialises as a halfling. It attacks the party, as a wall climbing undead and the halforc priest close in. Renmar places a fatal blow on the halfling, which promptly explodes into dust blinding Renmar. With its allies or minions collapsing around it the halforc retreats, following the gargoyle down the grate.

After quickly looting the bodies the party advance on the grate, finding chains slick with blood the only apparent egress down. Despite trying not too Aisling falls to the floor below as the others manage to traverse the obstacle. They find themselves in a room with streams of blood feeding a nightmare portal of moving darkness dominating the north part of the room with a magic circle lying in front of it. To the south stands a large Gruumsh statue reaching towards the portal; a raised area to the east; and a dais on another raised area to the west. Standing near the dais, behind two skeletal bodyguards the halforc again threatens that the party’s bodies will be used in his army. As Aisling starts to stand Renmar charges the halforc.

The blood-covered floor proves difficult to remain upright in and several of the party fall trying to follow Renmar. With a massive effort Renmar reaches the halforc and lays into him with his hammer. The two skeletal warriors, the gargoyle homunculus and the halforc surround Renmar and start slicing his hide open. From the south another undead form launches immobilising black rays against the party but they ignore it to meet the greater threat and their friend. Renmar succumbs to his aid and Torgeir is forced to charge forward with his shield to push the skeletons away. Standing over his fallen comrade Torgeir trades blows with his foes as the rest of the party advance and engage the three. Receiving succour Renmar is able to re-enter the fray and the combined actions of the group brings the three down.

Once the battle against the priest looks to favour the dwarfs, Donga changes his focus to the undead at the opposite side of the room. He is slowed by the bloody floor and the black rays. After dispatching the priest and skeletons the rest of the party split. Torgeir runs to meet the undead with Donga, while the other three start checking out the room. Approaching the portal a claw emerges and strikes Renmar. As Torgeir and Donga finish off the last undead and Renmar is struck again, Torthal and Aisling discover five small holes spaced around the circle. Remembering the statues taken with Sir Corgan’s blessing they party place them in the holes and the portal turns to stone.

Behinf Closed Doors (June 3 “flashback”)
Trying to ensure that no remnants of Kalarel’s forces remain or have a chance gaining power from the complex the party decide to break into the unexplored section behind the “CLOSED” doors.

Donga advances cautiously into the uncommonly clean corridor and turns right out of sight. As the rest of the party advance a large cube of clear rubbery flesh advances from the left blocking access to Donga. Torgeir and Renmar charge the form only for Torgeir to be engulfed by the cube. Renmar and Torgeir battle the cube, either trying to escape from engulfment or the pseudopods it strikes with while returning blows of their own. Meanwhile rotting, foul smelling corpses move in on Donga, immobilising him. Torgeir, Renmar, Torthal and Aisling manage to force the cube back to open up access to Donga. Being able to reorganise themselves Torgeir with Aisling and Torthal’s help reduce the cube to fleshy rubble as Renmar and Donga gain the upper hand against the foul smelling corpses. With the entire party’s focus the corruption corpses quickly fall.

Searching through the remainder of the complex the party finds what ends up being a children’s bedroom. Within which they find Clothes, a medal (with Drystan Corgan engraved), a bracelet (Leinwein Corgan), magical amulet, and hairbrush.

After resting the party heads back to the upper reaches of the complex. Despite trying to find Sir Corgan’s ghost the party fail to return the items to him and they decide to head back to Meigle.

Once back in town, the first thing you notice is the palpable fear amongst the community. On quizzing, the presence of Duegar raiders has been felt with some of the populace been taken by slavers. The local militia is struggling to cope and there are words flying about for the need to do something about it quickly. The elders meet constantly, raise and reject options. Something needs to be done.

One of the priests Dumathoin quizzes you over the presence of Yurturus or Orcus in the complex. He finds your descriptions confusing. Much as he finds the descriptions of Deep Duerra being brought back, also confusing since the Dwarven crusades and the destruction of the dark Dwarven pantheon nearly 150 years ago. He wishes to know more if you can find it.

View
More Complex: Searching for Splug & fun with Statues.

May 20
The party retrace their steps towards the portcullis where they find once open doors closed to them. Advancing through the doors allows 4 zombies to attack them. As the party gain the upper hand a stronger zombie, followed by 3 other grasping zombies join the fray. With a timely radiant burst from Aisling the party destroy their foes.

The dwarfs navigate the trap located with the portcullis and enter a small alcove of rooms. Officer quarters, barracks and a central area containing some money and a couple of useful items.

After a short rest they again backtrack to downward stairs. One corridor leads to a set of double doors with a “CLOSED” sign in common nailed to them. Remembering the water creature behind a similar door the party (except for Donga who decides that shoulder charging is a good idea) decide to head in a different direction.

They locate a large room through open double doors containing the statues of a giant dwarf wielding a hammer, a pair of dragons against a sidewall and four cherub like beings holding ewers on the far side.

The dwarf statue hits Donga as he approaches and is nocked prone. He manages to scramble back as the double doors slam shut with Aisling and Renmar outside. Torthal then Donga try to pick the lock with little success. Torgeir and Renmar circle in opposite directions around the Dwarf statue, where they spy a panel on the stone dwarf believed to be a way to shut it down. Torgeir manages a diving jump pass the giant hammer to the statue’s feet and discovers that he is unable to open the panel. Torgeir orders Donga to the base of the statue, which he just manages to make without further injuries. With Torgeir’s help he is able to open the panel but makes slow progress. Dodging the hammer Torgeir and Renmar swap places. Torthal and Aisling are finally able to bust their way through the doors. Torthal starts chipping away at the dwarf statue with his magic as Donga and Renmar struggle to halt it. Torgeir moves to prevent any inference but is hit by a force blast from the nearer dragon. Wincing he retreats slightly but keeps his guard up. After many attempts to stop the dwarf statue Donga finally figures out the way to stop it, only to have Renmar beat him to the punch.

With the dwarf status out of the way focus is placed on the dragon statues. Donga manages to jump on the near one despite a force hit, where he begins to try and disable it. Renmar meanwhile moves to the 4 cherubs and the room’s only other door. Once in the centre of all four cherubs a force wall appears and water starts rising from the floor. With some urgency Torgeir and Renmar try to smash one of the statues. Torgeir is hit by both dragons and is forced to retreat. Renmar and Torthal continue their destructive habits as Donga decides to follow suit and starts smashing his dragon. After a few deep breaths Torgeir advances against and smashes a cracked cherub. As the water rises around Renmar they realise that they need to destroy at least another cherub. With the party seeing Renmar’s form disappear below the rising water level they are able to smash a second cherub releasing the water and a drenched Renmar.

View
Further into the complex, Sir Corgan

The party retraces their steps to near the complex’s entrance and head through a pair of double doors into an area of damp and musty warren of corridors. On the floor the party finds a sign/symbol/rune.

Symbol description:
Three triangles joined at a central point to form a “Y” with three pictures. A hand in the upper space, small ring joined to a larger ring in the lower left space, and a crossed pair of arrows in the lower right.

Aisling identifies the symbol as some type of divine trap and the party avoid it. This proves more difficult as the party spies more of them in the corridors. After much roaming and backtracking the party happen on a group of seven dwarf zombies. Two are Zombie Rotters, slightly more powerful zombies.

After the defeating them the party come across a “t” shaped hall with 10 upright sarcophagi depicting dwarf warriors and a bathing light at the other end. After advancing into the hall the sarcophagi’s occupants attack. After removing this threat a second wave appears from the sarcophagi. During the tight and fierce battle Torgeir and Donga both take serious wounds.

The party rests upstairs. Aisling dreams of a hammer (symbol of Moradin) and a voice.

Returning to the hall more skeleton waves attack the party and they make a fighting advance to the light. There they find alters sacred to Moradin at each end of tines. The first there, Renmar kneels and prayers at one alter and no more undead reinforcements appear.

Searching locates 5 small dwarf statues of silver and platinum.

The party continues through double doors to a room with a sarcophagus depicting a dwarf warrior with a hammer resting on his chest, haft resting towards its feet. Not wishing to disturb the assumed resting place of Corgan the party explores the room but do not find anything until the sarcophagi bursts open and a form raises out.
Thr form, confronts the party, but Aisling speaks as Moradin to quell Corgan. Corgan requests that the party to close the shadowfell unsourced rift, located on the 2nd level through the warrens. He urges to seek the boons in the two alters (the dwarf statues) and presents the hammer Aecris to Renmar to aid the task.

Returning to the warrens the party uses Tensor’s Floating Disk to traverse the runes before encountering another bunch of undead. Ailing notices something strange about party of a wall. Donga with Renmar’s help are able to open a door to a hidden but empty treasure room. The room’s only feature of note is the shimmering wall at the other end.

View
Further into the Complex (April 29)

After resting overnight the party continues until they locate a large cavern with rubble and stalagmites on the floor and stalactites hanging from the roof. From the shadows rats attack the party, with a large ochre coloured mound of jelly close behind. During the fight Donga’s grip on his pick slips and it plummets into the ochre blob to dissolve away alongside his bow that he had left on the ground. After the fight the party locates some minor trinkets and the remains of something like a chitinous reptilic ant in a pit. The body is identified as a Kruthik.

Moving onwards the group hear chittering in the distance. Torthal activates a sunrod and a mass of Kruthiks charges the party. They prove to be bothersome foes as throw their limbs out to cut and bruise their opponents, and the largest one is able to shoot spikes. Located in the nest the group finds some money and a small chest. The chest is opened to reveal 5 amethyst gems each worth 50gp .

A set of double doors with writing on them is found. The writing reads “STAY OUT. REALLY” but true to their intelligence the party goes through and down stairs to come to a natural cavern almost filled with foul water. Located in the middle of the water is a small island with coins and small items resting on it. Several party members notice something moving in the water that becomes blue slime as it attacks the party. The slime shows some cunning, repeatedly moving out of melee to blast the group with foul water. After sustaining many bruises and cuts the party eventually manage to dissolve the slime. Torgeir enters the water to retrieve his thrown hammer and then heads out ot the island. He piles the island’s items onto a floating disk created by Torthal and they both return to the rest of the party. Searching through the loot they find some money, a healing potion, a large magical shield, and a wooden message cylinder.

The message cylinder contains three vellum sheets containing:
1. New map of the Never Mines and the complex that the party is currently exploring.
2. A message.
3. A letter.

After looking at these the party decide to continue further into the complex.

View
Complex part 1
diary

Entering the complex

After reporting back to Mackay, you are requested to investigate the ruins and find out the cause of the zombies. You find out from Aneirin, local sage, about the shadowfell complex and a little about the Nerath empire. The complex was designed to protect against ancient evil and likely haunted and a outpost for humanoids. You travelled through the middle mines and found a recently used tunnel, though reasonably well hidden to a large cavern with an earth mote (think the floating islands from the Avatar movie) which had a complex on top (like a keep).

On entering the ruins you discovered tracks into and out of the complex. On entering you were ambushed by zombified goblins, a pit trap and a swarm of undead rats. You pushed further into the complex and found a torture chamber (possibly where they undeaded things), a goblin by the name of Snagg (or something like that) and a chamber with the head goblin (who proceeded to fill you full of holes before running away). You chased him and found an area which was being excavated but something and some more undead archer type goblins, plus that annoying head goblin who proceeded to embed a crossbow bolt in Donga. After some hilarious moments with undead drakes and falling off planks. You finally dispatched the goblins and are licking your wounds before moving deeper into the complex.

To get you moving in the right(?) direction. You find a scratching in goblin which roughly translates to “tired of digging for treasure, nothing is here, hope they don’t take me away.”

View
The statue
diary

Finding the statue

Found the statue of Moradin along with a number of helpful creatures trying to stop us from gaining access. After a pitched battle against two half orcs, some zombies and a couple of guard drakes, the party won through to the statue and finished the mission. Found an interesting mirror from an empire long ago.

On the return to the town of Meigle, found a level rasing encounter with a large zombie and some undead dog like things (called gravehounds, if anyone is interested). The large zombie hulk like beasty had an unnerving habit of getting back up after it was knocked down the first time.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.