Dungeons and Dorks
The Adventures of Rokar Firefist and some other “Fellow Adventurers”
Yes.. D&D.. Dungeons and Dorks.. or whatever other derogatory names you might come up with..
Make fun of it all you want, but its a good time.. hanging out with friends, some new, some old, eating junk food, drinking various beverages and generally just goofing off and having fun..
My character is Rokar Firefist, a human sorcerer.
We started this campaign in March of 2004.. so far we’ve not gotten together but a handful of times..
At any rate, here are the campaign notes thus far, as compiled by our trusty DM.
Campaign Notes
Day 1
Crillen Manor, in the village of Crillen, 20 miles northeast of Homeport.
An odd group sits in the Lords Office. They have come for reasons as varied as their clothing and skills. Some for adventure, some for the promise of reward, and some for reasons not even clear to themselves.
They are:
Romulus, a Halfling Rogue.
Rokar, a young Human Sorcerer.
Herenthas Brightblade, a Hhuman Paladin.
Calipf, a Human Cleric of Pelor.
Bronwynne, a Human Druid whose wolf brother Arden hunts in the surrounding fields awaiting her return.
Lucian, a Half-Elf Ranger.
The assorted adventurers agree to work together to find the, thought to be late, Lord Crillen’s shield. The shield is a family heirloom which has been in the Crillen family for many generations. Jared Crillen, the heir to the Crillen Seat, wishes his father found and the shield returned. He also hopes to learn the fate of his father so that the uncertainty doesn’t lead to weakness while the threat of war looms on Homeports borders.
The party sets out with Guard Captain Marik to guide them. They reach the village of Bridgefort on the River Dinn as night falls. After a short, but tense, discussion Bronwynne and Arden stomp off to sleep in a nearby grove while the rest of the party enters Bridgefort to spend the night at the Stonebridge Inn.
While the party enjoys a few ales on Captain Marik and discreetly question the innkeeper, Bronwynne and Arden make camp is a small clearing in a stand of trees. While Bronwynne starts a fire, Arden sits calmly watching near the edge of the trees. Suddenly, and without warning a five foot long shadow of brown fur and razor sharp teeth leaps out of the trees and attacks the unsuspecting wolf. Before anyone can react the large weasel latches it’s powerful jaws onto Ardens haunch and starts to shake vigorously. The wolf yelps in pain and snaps at the weasel as blood streams from his savaged leg, but the viscous beast refuses to let go. Bronwynne recovers from her shock and draws her scimitar and leaps forward to defend her best friend. Unfortunately she is unable to connect with the writhing weasel. Arden feels himself weakening and with strength born of desperation takes a bloody hunk out of the weasels fore leg. The weasel finally lets go, and Bronwynne manages to slice a bloody line across the ribs. The weasel, realizing that it’s bitten off more than it can chew, runs away into the night trailing blood. After making sure it’s gone, Bronwynne tends to Ardens bloody wounds. She reluctantly decides to go back into town to get help from Calipf. The good priest gladly follows her out to the grove and calls on the soothing power of Pelor to heal the poor beast, while Bronwynne watches on and mutters curses and threats under her breath. Finally everyone gets to sleep.
Day 2
Town of Bridgefort on the River Dinn
After a restful night (for most of the party) the group meets at the foot of the great stone bridge over the Dinn. They decide to hit a shop looking for some antidotes to supplement their potions. 0Unfortunately the cost of what they require is not in their meager budget.
They set out through the rugged hills toward their destination.
Later that day Herenthas was badly wounded in a surprise run in with a wandering ogre. After some jittery archery, Calipf manages to punch a bolt inot the ogres neck and Captain Marik fishished him with a sword thrust. Unfortunately, after a powerful slash to the ogres hip, Herenthas was smashed to the ground by a massive blow from the wounded ogres great club. Due to some quick thinking, and personal disregard for her own safety by Bronwynne, Herenthas was stabilized while the party finished the beast. Calipf and Bronwynne then set to work healing the brave Paladin. The ogre must have been coming from a raid because he was carrying quite a bit of loot, including two valuable aquamarines and some fine weapons.
Day 3
The Broken Hills 30 miles northeast of Bridgefort
The party arrives in the ruins of an ancient city. They camp in the moss covered stone foundation of some long fallen stone building. They set their watches and spend an uneasy night.
Day 4
The Tomb of the Ancient King 30 miles northeast of Bridgefort
The party reached the Tomb and left Captain Marik to enter in search of the shield. In the entry chamber, Calipf was wounded by a dart from trapped door, but Rokar found asecret entrance under the brooding statue in the room.
The party bravely ventured into the Tomb. In the War Gallery the party was attacked by six skeletons. The undead guardians of the dead Kings rest, relentlessly assaulted the group. The brave adventurers deployed for battle and Rokar blasted the first skeleton with a mystical burst of energy. Calipf stepped forward and raised his holy symbol striking fear into the normally fearless skeletons. Two of them fled to the far end of the room and cowered. While the rest of the party rained missiles at the remaining boneboys, Herenthas bravely leapt into action. With a righteous cry he smote on the guardians a mighty blow. The other skeletons leaped to attack the paladin, but couldn’t penetrate his skillful defense. Calipf again called on Pelor’s divine wrath and sent the rest of the evil warriors scuttling in fear. He then drew his mace, and with the brave paladin, waded into the cowering enemy, while Rokar sent forth powerful magic forces. The rest of the skull warriors were quickly dispatched.
The party discovered a ruined pit trap in the Peace Gallery. After a less than thorough investigation, the Halfling rogue, Romulus was lowered into the depths. When he reached the bottom, he was surprised by four monstrous centipedes, who swarmed out from under the rocks, viscously biting at the helpless scout. He was quickly pulled out by Calipf and Herenthas while Lucian and the others rained arrows and bolts at the pursuing vermin. Romulus twitched and jerked in pain as the poison coursed through his small body. Calipf delivered healing magic to the wounded rogue while the rest of the party finished the centipedes. After a short rest, Romulus was again lowered into the pit and recovered a sizable amount of coin and a slightly dented set of finely worked Plate Armor.
The party moved on to the Magic Gallery, where they carefully examined the room under the watchful stone gaze of ancient mages. After placing the blood of Death and the water of Life in the Keepers hands they ventured on deeper into the Tomb.
In the Gallery of Sorrow, the group carefully examined a triggered block trap and found the shield for which they had searched. In their excessive caution, they startled, and were attacked by, two large and aggressive rats. Poor, unlucky, Romulus never saw them coming until the first one bit into his leg. He his cry of pain and surprise the rest of the party attacked. The rats were quickly killed and eaten by Arden, Bronwynne’s ever present wolf companion. Lucian picked up the hard won shield and noticed what appeared to be a secret door in the stone wall.
They open the door and look down the dark hallway…..
Day 4 cont…
The brave adventurers cautiously approached the looming doors of The Crypt. After careful examination they pulled the massive doors open and entered the beautifully decorated chamber. The group thoroughly searched the room and then moved to open the massive sarcophagus. As Romulus tried to release the lid with his dagger, a small click was heard and all of the party except for Heranthas and Caliph were thrown from their feet as the passageway that they had just traversed collapsed with a deafening roar and a cloud of dust. Simultaneously the guardians of the crypt stepped forth from their magically locked coffins. After hundreds of years of darkness and hunger, they were at last free to feed on living flesh! The first ghoul stepped out and leapt on the helpless Bronwyn as she struggled to stand up and tore out a hunk of her flesh with is powerful jaws. The other ghoul attacked Lucian as he lay stunned on the ground, but his bite found only the hard leather of his armor. Caliph quickly shook off the shock and raising his holy symbol high, was filled with the power of his god. The first ghoul staggered away from this glowing beacon of righteousness and fled into the waiting jaws of Arden, who attacked the abomination with a fury born of hatred. Lucian again managed to protect his flesh from the snapping jaws of the ravenous ghoul, and the rest of the party quickly entered the fray. While Caliph healed Bronwynne’s gaping wound, Heranthas stepped up and with a whistling swing of his gleaming great sword removed the upper half of the second ghoul. The first ghoul tasted the flesh of the wolf, while being blasted by magical forces from Rokar’s outstretched hands. Bronwynne leaped to the defense of her furry friend, and the ghoul again tasted of her flesh. She staggered back and the others attacked with bolt and steel and the evil creature was vanquished.
After a short breather the party searched the sarcophagus and found a fair amount of gold and some nice gems, including a very large emerald that glowed with a strange inner fire. They also found the tattered remains of a scroll written in Draconic.
The group decided to rest after a long and tiring day and, after a fitful sleep, awoke in the dark chamber.
Day 5
They dug through the collapsed rubble of the corner wall and managed to shimmy through a small opening into a natural limestone cavern, thereby avoided being entombed forever with the dead King.
The party killed some pesky vermin and made its way through the caverns, until they discovered a small passage above a small ledge in a large gallery. Romulus was boosted up and crawled down until he could see that a room opened up ahead, and then returned to tell the rest of the party. After a short discussion it was decided that they would continue on. Romulus climbed down, and with a somewhat wistful look followed the others out of the chamber.
After a short journey through several small passages and rooms, the group reached a dead end. They discovered a vertical chimney in the rocks above a small ledge. After a short reconnoiter by the Halfling, Romulus climbed up the shaft with a rope. Holding on with all his tiny might he held the rope while the next few came up. Fortunately, the teamwork resulted in no one getting hurt.
The group then listened and heard the shnuffling of a large animal. They peaked around the corner of the room and spotted a bag of coins. Then they spotted the black bear sleeping in the chamber. A long discussion ensued, in which the party debated whether to kill the sleeping bear or sneak past it. It was finally decided to….send the rogue to dig through the coins. The party snuck into the room and Romulus began sifting through the coins. The bear awoke with a start. Lucian, who had been drawing down on the sleeping animal with a steel tipped shaft knocked in his longbow, let fly at the bears first movement. His arrow chipped a chunk out of the stone wall three feet over the bears head. Rokar canted ancient words of power drew forth a bolt of mystic light that burned a smoking hole in the bears thick hide. The enraged animal charged the sorcerer and, with a might swat of it’s massive paw, sent him flying with a massive wound. Heranthas and Caliph landed punishing blows to the wounded animal. It turned in rage and fear and struck Lucian as he reached for his sword. It claws raked the half-elf’s arm and chest sending him staggering in pain. Finally, the animal was finished by the crafty Romulus thrusting his short sword into the beasts liver from behind. The party tended to the wounded and gathered up the copper and silver coins they found. They then left the cave. They climbed a hill and Bronwynne and Lucian used their wilderness experience to get them headed in the direction of the (hopefully waiting) Captain Marik.
The party traversed the rugged hills and found Captain Marik packing to leave at the entrance to the Tomb. The reunited party elected to rest the night and head back to Crillen Manor the next day.
The party settled in to sleep and Heranthas and Romulus took the first watch. The sleepers had just nodded off when Heranthas heard a rustling in the darkness. As he was making his way to quietly wake the party, slung bullets began whipping through the camp. He shouted an alarm and the party groggily staggered to their feet. As the rest of the sleepy warriors were preparing to meet their foe, Arden let out a low growl and raced into the darkness. From his direction the sounds of screaming and fighting shattered the quiet night. With weapons drawn the brave adventurers quickly disposed of the raiding Kobalds, and looted the corpses for some nice gold and a fine necklace.
The rest of the night passed uneventfully under the starry sky.
Day 6
The party traveled through the day and reached the Bridgefort at nightfall. After a short discussion they elected to spend the night outside the town. Captain Marik decided to spend the night at the Stonebridge Inn. The night passed without incident.
Day 7
The party decided to press on the Crillen Manor rather than buy equipment in Bridgefort. They journeyed through the increasingly settled country side in relative peace for most of the day. Shortly after lunch they were attacked by two giant weasels. The weasels were killed without much trouble, although Rokar needed some of his flesh restored by Pelors healing power.
The party reached Crillen Manor late in the day. They were escorted in and met with Lord Jared Crillen. They returned the family shield and began a negotiation for remittance for their service. Lord Crillen was very busy and while he was taking care of some business, the group was visited by Millar Dunn, the house Magician and advisor to Lord Crillen. He questioned the party regarding their journey and then went on his way. Lord Crillen returned and offered the manors guest quarters for the tired adventures to spend the night. The party agreed to accept Lord Crillens hospitality and it was decided to discuss business in the morning. At Lord Crillens request the party was to wait for the Chamberlain to escort them to their rooms.
They sit patiently in the plush office…..
Sir Errol Bon, the Lords Chamberlain, arrives and escorts the party to a suite on the second floor of the Manor. Servants bring food and the party rests and cleans up. While this is going on Lady Joliet, the Lord Crillen’s younger sister arrives and speaks to the party. At the groups request she provides her fathers research into the Dragons Heart. The tired adventurers ponder this and after a short planning session for the next day retire for the evening.
Day 8
The tired group sleeps will into the morning. They dress and call for a servant. They eat breakfast and are informed that Lord Crillen will see them in an hour. They decide to go to the library and are able to find some corroboration of some dates they had found in the papers they read the night before.
An escort takes them to the Lords study and a serious business negotiation follows. It is finally agreed that the party will be paid 2400 gp and a weapon of choice from the armory, plus they will keep the pack mule and other items that they were given for the journey to retrieve the shield.
The crew heads to the armory and takes what they were promised. They then head to the village to buy and sell equipment. After a nice afternoon of shopping, they head back to the Manor and request a dining engagement with Lady Joliet. She accepts and after cleaning up and getting comfortable, the group meets for dinner in the main dining hall. After some slick conversation and subtle use of flattery and an appeal to greed, Joliet offers to mediate a trade for the great emerald that Lord Crillen wears. The party retires for the night and awaits word from Joliet.
Day 9
After another good nights sleep, the party wakes and prepares for the day. There is a little tension in the air as everyone wonders what is going to happen with the ‘offer’. Lady Joliet sends word that the offer has been presented and Lord Crillen will meet with them at lunch.
Captain Marik happens to bump into the party and mentions some possible work back at Bridgefort. Apparently someone is raiding the North Road and destroying caravans. Tensions are high in the west and the last thing Homeport and Crillen need is a threat in the North.
Finally lunchtime arrives and the party is escorted to the family dining room. There they are served a delicious lunch. After everyone has eaten, Lord Crillen gets down to business. He doesn’t quite know what to think about the offer. Bartam Tollar suggests that it is a bit presumptuous. Herenthas calls upon his positive energy to get a read on Tollar and discovers that he is inclined to evil. Tollar and Crillen move off to discuss the offer of jewels in trade for the emerald that Lord Crillen uses for a chain of office. Finally after a heated discussion, Lord Crillen agrees to the exchange. He hands the emerald to Rokar and the party decides to leave as soon as possible.
They push on through the day and deep into the night and arrive at the Stone Bridge Inn around midnight. They sleep in the common room.
Day 10
After a short night they report to the Guard Lieutenant in charge of Bridgefort. He briefs them on what he knows about the situation. Mainly that the raids happen beyond the patrol boundaries and there have been no survivors to report. However, it is known that magic has been used. A patrol is riding out under Sergeant Grog and the party joins up. They ride north with 20 mounted Guardsmen.
The patrol camps just off the road and spends an uneventful night.
Day 11
The patrol resumes it northerly journey at dawn. After a full day in the saddle, the patrol plus adventurers reaches the village, a small poor group of buildings that serves as a waypoint and the border of Homeports territory. The group heads into town and meets with the “mayor”. He tells them that a caravan has been wiped out that day. He sends them north with the “sheriff” who brings them to the burned out remains of several wagons. The party searches the area and Caliph tries to discover is magic has been used. No trace of mystical energy is found, but that only means that no major spells were used. In one of the charred bodies they find a small spearhead.
After a short search Lucian picks up the trail of a large group. From the footprints he can tell that they are small beings. The party decides to start out immediately since there is still daylight left. They follow the trail until dark and then camp.
Day 12
They see nothing in the night, and the next morning they break camp and continue to follow the trail. After several hours they reach the entrance to an old mine. The tracks clearly enter the dilapidated shaft and the party decides to enter in pursuit.
They come down a wide shaft into a large, oddly shaped chamber that is full of junk and garbage. The search the room and find nothing of interest. The room has three exits, one to the North East, one to the Northwest and one to the West. They decide to go west. They follow the curving passage and enter a small chamber.
This small chamber has an exit to the south and one to the east. The party heads south and after a short passage they come to a chamber that looks like a barracks or guardroom. It has an overturned table near one wall and several small chests and boxes. Romulus enters and is attacked by several Kobalds. He takes a spear thrust in his thigh and sling bullet off his shoulder, but then leaps forward and with a quick stroke decapitates on of his attackers. Heranthas steps into the room and quickly kills another. Rokar threads a mystic projectile into the face of one of the slingers. Since there is little room the rest of the party backs off and the Paladin and Rogue finish off the remaining Kobalds.
While this is going on Caliph, Rokar and Lucian head down the east passage and run into four more Kobalds. They are quickly dispatched and in searching the room Caliph trips a needle trap and takes a minor hand would. It seems to burn excessively, but he feels no other effects. In his rage he smashes open the chest and the party finds some nice coins and a stone flask filled with liquid. Caliph takes a small taste and it makes him feel confident and powerful. The
Feeling quickly fades.
Romulus and Heranthas head out the north passage and discover a room with some ragged wall hangings and some pillows. The little rogue finds a hidden door at one end of the room and, after letting the party know what’s going on, head down the passage that is revealed.
Meanwhile, Rokar gets bored and heads down the easterly passage from the previous room. He runs smack into four Kobald warriors who deal him several wounds with spear and stone. Caliph and Lucian leap in to assist and the little lizards are quickly killed. Caliph then heals Rokars wounds.
Unbeknownst to them Romulus and Heranthas have found an armory of sorts. They are carfully searching the room when they are suddenly surprised by two Kobald warriors. Romulus deals a mighty slash to the one he is facing, but the tough little Kobald shrugs it off and slashes the Halfling with his wicked longsword. Heranthas finally kills his adversary and moves in to help the beleaguered Romulus. Between them, they kill the Kobald and find that he is wearing a fine set of studded leather armor. Romulus finds that it fits and puts it on. The party meets up to decide what to do next…
After a short respite, the party heads back to the main chamber. A brief debate ends in the group heading down the middle passage. As they traverse the dark shaft they notice large cobwebs hanging from the walls and ceilings. With weapons ready, they cautiously advance. Suddenly, they are attacked by a monstrous spider from above! Unfortunately for the spider and his mate, the party is prepared and makes short work of squashing the over fed arachnids. A thorough search of the area turns of some nice goods and the group continues on back to the main chamber.
The third tunnel is wide and well made. It ends in a good sized room with a 10′ x 10′ hole in the far wall. This appears to be a shaft of some sort. The adventurers study the shaft and three iron levers on one wall. They pull the levers and discover that they can bring a lifting platform to the top of the shaft. After some experimenting with the controls they send part of the group down to the bottom. The startle a kobald and he flees down a tunnel on the other side of the room. They take a shot at him with a bow, but he keeps going. The rest of the party is brought down and they cautiously head down the old mine shaft. Romulus at the front spots a subtle trip wire on the floor and maneuvers the party safely around it. Inexplicably they decide to try to disarm the trap. Romulus attempts to tie off the release mechanism and in doing so releases the pin. Forty bricks fall on the poor Halfling and he is badly wounded. Caliph steps up and focuses his gods healing energy to bring the wounded rogue back from the brink of death.
The group moves on and searches the large mine shaft. As they round a bend in the shaft they are attacked by a large mushroom with four tentacles. They quickly slay the purple fungus and continue with their search.
They move into what can only be the kobalds home tunnels. The find an abandoned guardroom, which leads them to believe that their arrival is anticipated. They pick a locked door and move down a short tunnel. As they come up to a large room, they are pelted with sling stones. Herenthas, with greatsword bared lets out a proud battle cry and charges into the midst of the kobald defenders. Unfortunately, as he is charging through the door, he trips over a rope that has been pull across the jam. He finds himself prone on the floor, surrounded by eight armed kobalds. He fights desperately as spear and sword thrust at his armor. His stunned companions quickly join the battle and Herenthas emerges unscathed when the kobalds are slaughtered. He must truly be favored by his god.
The party heals up and decides to take a rest. They head back to the upper elevator room and sleep restlessly for eight hours.
Day 13
The party awakes relatively refreshed. The head back to the site of the last battle and discover the bodies are gone. They head through a door into what appears to be a bed chamber. They find two kobald females cowering in the corner. They pillage the room and leave.
The next door they try leads to a barracks area. A makeshift barricade has been built up and sling stones fly from behind it. The group charges the barricade and dispatches the defenders skillfully. After taking anything of value from the bodies the return to try the last door.
This door leads to a corridor that leads to a huge room. Again, they find themselves facing a prepared defense. They split up and three of them finish the defenders while the Rokar and Lucian head search down another corridor. They find a room with only one sturdy door exiting. They debate for a while, but Rokar grows impatient and grabs the ring on the door to pull it open. As he grasps the ring flames shoot from the door and envelope his body. His robe catches fire and he staggers back as his skin crisps up and the sickly odor of burning flesh permeates the room. Lucian manages to put him out, but he is sorely burned. About this time the rest of the party joins up and the party healers bring Rokar back to a more healthy and happy state. Romulus examines the door and is able to remove the trap. They pick the lock and enter what can only be the chieftains chambers. A large kobald sits in an ornate chair on a small dais. A short conversation ensues, but, alas, diplomacy fails and the Chief attacks the party. As they engage the kobald leader, they are inexplicably hit with a tangle of sticky webs. Most manage to escape, but two are trapped in the writhing webs. Herenthas and the large kobald exchange blows and a flaming sphere streaks out from the back of the room. The nimble warriors manage to avoid and finally the kobald chief is cut down. A chanting from the back corner draws their attention and they attack the unknown assailant. A chance blow causes his spell to go awry and he is finally killed. His invisibility fades and he is revealed to be a man in dark robes. They strip him of his valuables and search the room at the back. There, they find some very interesting papers and two secret doors. One leads to a treasure vault and the other to an escape tunnel. They load up the treasure and head out the tunnel.
They collect their mule and head back to the road. They make it into town and inform the “sheriff” of their success. They bed down in the local tavern for the night.
Day 14
The next day they ask around and find a local magic user to identify some of their items. They ask him some questions but don’t really find out anything useful. The patrol arrives and they mount up to return to Bridgefort. They ride through the day and camp that night.
Day 15
The patrol resumes its route back to the fort and the party rides along with the sergeant. They learn some interesting things and the sergeant is happy to hear that they wiped out the raiders. The patrol arrives in Bridgefort around supper time and the party meets with the Lieutenant. He is happy for the news and offers to let them sleep at the fort. The party declines and heads for town.
They return to the White Bridge Inn and have a nice dinner and a few drinks before bedding down. They are in two separate rooms and settle in for a nice rest in a nice bed. While they are sleeping stealthy figures enter through the open windows and after searching for a short time take the great Emeralds and 100 gp from the sleeping group.
Day 16
The group awakes feeling refreshed. Their mood darkens when they discover their loss. After a brief period of angry debate they begin to investigate how this happened. They interrogate the innkeeper and search around the inn for tracks or other signs of the thieves. Finally, they find tracks on the roof. Lucian and Romulus stay to pursue this path, while the others head to the docks to speak with the local law.
Lucian and Romulus attempt to jump to the next roof. Lucian makes the jump easily, but little Romulus slips on his leap and falls to the ground twenty feet below. He is pretty bruised up, but manages to climb back up a rope with help from Lucian. They find the board that the thieves used to cross and attempt to cross to the next rooftop, now following a clear trail. As Lucian is walking across the board it tips precariously and he pitches off, badly wrenching his shoulder. Romulus gulps loudly and begins to cross. Lucian is busy dusting himself off, when he hears a loud cry and sees the Halfling falling to the ground. He tries to break the little fellows fall, but in his injured state can’t get there in time. Poor Romulus is pretty beat up at this time and two decide to just try to see where the thieves came down. They limp around to the last building in the row and find where their quarry came to ground level. The footprints lead into the busy street and are lost. They guess that they headed toward the river and begin walking down the road.
Meanwhile, the other three had found the Customs office and the very busy Dock Master. He wasn’t able to give them much help, but sent them to a tavern called the Rusty Bucket. It was easy to find by the Rusty Bucket hanging over the door. The proprietor was less than friendly and took a strong disliking to Rokar. Never the less, hard coinage loosened his tongue and they were directed to a beggar named Peg Leg Jon. Peg Leg Jon was reluctant to talk at first, but after some bribery agreed to give them the information they wanted. He told them where to meet him and they went to wait. After a few tense minutes the nasty beggar finally appeared and they got what they needed the location of the Harbormen’s warehouse hide out.
By coincidence they met up with the battered and disheveled climbers at the main road and notes were compared. A plan was formulated and healing dispensed. The reunited party headed out to reconnoiter the warehouse.
Romulus was sent to make a survey of the building and surrounding area. He returned to report no visible guards and sketched out the layout of the building and surrounding lots. The tactical plan was finalized and the group got into position. Romulus picked the lock on the side door and opened it a crack to peer in. As he did, a crossbow bolt thrummed into the door jam less than an inch from his eye. He jerked back, and then busted in to attack. The lone rogue in the room was dispatched and the small office was searched. Alas, no emeralds. The others barred the large doors from the outside and joined the infiltrators. They attempted to bluff one of the thugs into the office to capture him, but he became suspicious and raised the alarm. There was no choice but to fight. The party leaped out into the main warehouse area and thugs and rogues swarmed out to meet them. Bows twanged and swords rang. Blood spilled onto the hard packed dirt floor. More bowmen on the second level railing! Light bolts penetrated armor and flesh. Cries of pain and triumph sounded. Rokar ripped a bead from his seemingly cheap necklace and flung it at the bowmen on the catwalk. The bead exploded with a deafening crack and a wave of searing flame that shook the building to its foundation. Three of the bowmen were incinerated where they stood. One managed to fight on though he was grievously burned. He was the last to fall and with him silence except for the crackling of flames as the fire began to spread. The party quickly extinguished the flames and searched the bodies. They went to search the other rooms and found a sleeping guard. They knocked him out and bound him. After stripping the bodies and finding some goodies in a chest they brought their captive around to interrogate him. He didn’t know much, but filled in some of the gaps in their knowledge. The important thing was that they found two gleaming emeralds in the blackened pouch of what had once been an Elf woman, but was now nothing but cooked flesh and charred bone…
The party debated their next move. The weather was changing for the worse with a large and dangerous looking storm sweeping in from the West. Finally it was decided to ride out the storm at the inn and post a better guard this time. Fat raindrops were falling and thunder rolled ominously in the distance as they retired to their rooms to rest.
Day 17
The adventurers woke to a bright spring morning, the storm having moved on after raging most of the night. All of their goods were intact and they were in a traveling mood. The crew enjoyed a nice breakfast and then set out to purchase supplies for the journey. They decided to buy a small flatbed wagon to ride and transport their loot more easily. After the dealing was done they set out toward Crillen on a lovely day for traveling.
The hard packed road was damp but not muddy so the dust was minimal and the horse drawn cart made good progress with Heranthas’ sure hand on the reins. As the day wore on the rhythm of the road began to lull the band into a hazy relaxation. Suddenly the hiss and thunk of a steel tipped arrow brought everyone to full awareness as it stuck quivering in the wagon seat inches from Rokars bottom. More shafts whistled out of the woods 60 yards north of the road. Caliph jumped off the back of the wagon and, unlimbering his mace, charged across the open field toward the woods when he stepped into a hole and sprawled face first digging a long divot in the turf with his helm.
The rest of the group scrambled out and either charged after Caliph or returned missile fire at the shadowy bowmen in the trees. With a chilling scream and the thunder of hooves five horsemen charged out of the woods with the sun glinting off of steel tipped lances and whirling swords. Most of the party was caught in the open and turned to meet this threat as best they could while dismounted. Fortunately Rokar, despite bleeding from an arrow wound, was able to use his handy necklace and fling a ball of superheated plasma at the charging knights. The fireball burst with a deafening roar and four of the five horsemen went down screaming as their flesh was burned from their bones. Alas, poor Caliph was caught by the fringe of the flames as he was struggling to clean grass and mud out of his face guard. His screams joined the others as he was roasted severely.
After a moment of stunned silence the party charged in and finished the rest of the bushwhackers before they could escape while Caliph begged Pelor to soothe his agony. Ah the sweet mercy of the god of healing!
The group rounded up the scattered mounts and healed the severely burned ones. While looting the bodies they discovered that, yet again, this was no random banditry. This ambush was aimed at them. They were supremely annoyed by this and cursed and mumbled constantly as they rode on toward the confrontation that awaited them.
They arrived in Crillen at sunset and took care of some tasks in town before reporting to the Manor. They were greeted warmly but discovered, much to their dislike, that Lord Crillen was gone leading a patrol in force on the western frontier. They were escorted to meet with the Lady Crillen, who turned out to be one of the most beautiful women any of them had ever seen. She also just happened to be the only daughter of the Lord Admiral himself. After much debate they decided to tell her of their suspicions regarding Lord Crillen’s advisor, Bartam Tollar. She informed them that she had no reason to suspect him, but that since he, too, was not in the manor and was away on his own business, that she would send a page to inform Lord Crillen of what they had learned and what they suspected. They then joined the family for dinner where they were reacquainted the excitable Lady Joliet.
Lady Joliet was absolutely giddy about the prospect of “spying” on Tollar, as she didn’t like him anyway, and a plan was hatched to break into his room and see what they could find.
Day 18
Deep in the heart of the night, with dawn still hours away, four stealthy figures crept through the halls of the sleeping manor. They crowded around and watched anxiously as Romulus worked his trade on the locked door to Tollars apartments, or tried to, anyway, since he couldn’t seem to pick the darn lock. After an agonizing several minutes, Joliet let out a little squeak that made everybody jump and remembered that she had the master key. The four hustled inside and closed and locked the door behind them. They began searching the chamber, which appeared to be the mages study. They found a locked chest and after disarming the trapped lock, searched the papers within. While they didn’t find anything incriminating, they did find a very intriguing map that appeared to show where the Palace was in old Zamman. They copied the map and opened another room. Suddenly, they heard the door handle to the room rattling. They scrambled to hide in the dressing chamber and waited fearfully as the door was opened and someone walked in to check the room. Fortunately they were not discovered and, discretion being the better part of valor, put everything back the way it was and headed back to their rooms to finish the night.
They woke in the morning and, over a nice breakfast, decided to check with Captain Marik to se how long it might be before the page returned with word from Lord Crillen. Marik wasn’t sure, but guessed that it would be at least another day or two and possible more.
The adventurers decided that they would return to Zamman and see if they could find the Palace and, if so, somehow enter the lower chambers where rumor and legend placed the archives and treasure of the ancient Mage-Kings.
They rode out on their lovely new war horses and made good time to Bridgefort. They spend a watchful night in the inn.
Day 19
They pushed on through the rough hills and managed very good time. They reached the ruins late in the day and after a short search using the map found what they believed were the ancient stone foundations of the great Palace of the Mage-Kings. The ground had fallen away at one point and as the blood red sun set at their backs, their shadows fell on the black opening of a tunnel into the hillside.
As they prepare their camp for the night, they notice a column of smoke coming from the other side of a hill in the distance. They decide to investigate. They reach the crest of the hill and in the fading light see a large encampment with a single tent neat a large fire. Armed and armored figures sit around the fire and alert sentries guard a large horse picket and wagon. There appears to be someone in the wagon.
Brave Romulus begins to sneak down the hill to investigate. As he carefully works his way to the perimeter of the camp he sees a large figure rise up out of the cart and begin pounding on a smaller figure. The camp erupts into a frenzy as the men in the camp react. Up on the hill the rest of the party decides that something questionable is happening and rushes down the hill to intervene.
The large figure is a Dwarf named Arock. He has awoken to discover himself a captive and his first instinct is to get free. Also in the cart is a monk names Monk. He, too, is there against his will and finding himself tied up next to a giant dwarf decides that this is a good time to get loose. The unlikely allies find themselves unarmed and facing ten armed men. Arock, with help from Monk, quickly knocks his first assailant unconscious. He and Monk discover that their possessions are in a large box in the wagon. They begin to arm themselves as the rest of their captors approach.
Meanwhile Romulus and the others are quickly approaching the camp. The can see that the people in the cart are clearly captives making an escape, but the situation looks grim as the firelight glints on the steel of well cared for weapons.
While one of the Leaders tries to talk them into surrender, Arock and Monk are fighting desperately for their lives. They draw blood and, in turn, the Leader orders them captured or killed. Bowmen begin to fire at them and their blood slicks the boards of the wagon.
While they are totally focused on surviving, they take a subconscious notice of more fighting away from the wagon. Suddenly, a large armored man on a horse charges into the light. If this is not strange enough a large Eagle and a hippogryph appear and begin attacking their foe! What can this be? With a crushing pain Arock falls into unconsciousness. Monk continues to fight, though he is exhausted and staggering from many wounds. He watches as more men appear and begin killing his captors. Another armored man jumps into the cart and begins to examine Arock. He chants and holds for the symbol of Pelor in his bloody gauntlet and the god’s power flows into the mangled body of the dwarf. He is healed. Monk can’t believe that they can be so fortunate. He asks the cleric to help him and he is healed.
When he looks up the fight is over, and several figures including a Halfling are searching the bodies and the tent. He introduces himself and so does Arock. They discover that these are a group of adventurers preparing to search a nearby ruin.
The group camps together and begins to feel each other out.
Day 20
The party awakes and asks if the Dwarf and Monk would like to join in the exploration of the ruin. They accept and gear is prepared, lanterns lit and the group enters the cavern. It quickly becomes apparent that they are in the sublevels of the ancient palace of Zamman. Rubble cannot mar the fine stone work that has survived all the years since Zamman fell. They explore the rooms until they are set upon by four Zombies. Caliph raises his holy symbol and two of the ugly undead retreat in fear. The others shamble forward and attack. The fight is hard in the tight quarters, but at last the rotting corpses are corpses again.
During the fight, Rokar discovered a stairway leading down…