GM Notes: The November entry for the Future Posts Timeline series will again cover old and new happenings. The Hammerfall recaps will now start and later on we'll be picking up on Yusef's solo activities. Future speculation for both Hammerfall and New Frontiers will begin in their game folders with recaps of that being produced here. There will also be the continuation of the adventures of Argent 2. As always, if you don't want to be spoiled, don't read any further. The recaps for the first 2 game days of Hammerfall start now.
November 5th –
(Hammerfall) The dwarves return to Fort Fletcher thanks to Silvarn. The Guardians of Light depart with the silver dragon. The dwarves relax after their adventure at the Ice Palace and are brought up to date on the present situation on the mines leading to Hammerfall. The mines show damage from age and neglect. There are signs of earth tremors having taken place in the past as well and spots where the earth has split open. There is also an infestation of spiders in the mine. The supply of coal that fuels the furnaces of Fort Fletcher is rapidly being consumed. Also, a chasm that the dwarves were using to dump debris into has collapsed revealing another series of caverns deeper in the earth. The maps from the dwarven mining registry do not record any tunnels that deep. Jennak Firehand, one of the support staff in this endeavor, asks Grondar to train her in the ways of Berronar Truesilver. (HF#1) (HF#1)
Roster of Hammerfall group: Lady Aria Stonehand (PL), Farain, Grondar, Oran Firehammer, Rat, Salem and Senoia.
November 6th –
(Hammerfall) Next morning, the dwarves split into two groups and go back into the mines. Aria, Oran, Dougan, and Rat will deal with the spider nest at the second supply depot. From there they will make towards a supply shaft noted on the registry map. Farian, Grondar, Salem and Senoia will repel down the collapsed shaft to explore what lies below and see if any threats are found.
The explorers make the long climb down to the newly discovered caves and enter a large natural cavern of limestone. Its warmer down here so winter gear is not needed. The sides of the cavern can be seen, but neither end is in sight. The dwarves start to explore and find old gear and bones of some unsuspecting traveler. A dwarven bonding ring is found as well.
Suddenly, some unseen force causes Senoia to rise up into the air! The dwarven battle maiden swings her hammers wildly trying to hit whatever it is that is pulling her up. Salem calls out that is a cave fisher that they are dealing with. It is a large insect-like looking creature that projects a fine filament much like a fishing line. The cave fisher is on a ledge high overhead. A rope is quickly tied around Farian and Grondar helps boast him into the air. Farian grabs on to Senoia's leg and holds on tight. The others pull on the rope until finally the cave fisher lets go and everyone tumbles back to the ground.
The explorers continue onward, now staying clear of the edges of the cavern. Three exits are found and the dwarves quickly explore them. Footprints are found but it is impossible to tell just how old they are as there is nothing down here to disturb them. Judging by they shape Salem believes them to be drow in origin.
Facing multiple passages, Farian and Salem separate to explore them. Farian finds signs of old campfires in one cave, but they have long gone cold. It appears the camp was used only one time and the drow moved on as their footprints lead away. Salem locates a different cave with piercers living on the ceiling.
Not finding any current threats down here, the group decides to catch up with Aria and report their findings. They go back to where they repelled down into this system of caves and start back up. But this time they only climb up to the lower mine tunnel and take that passage to the second supply depot.
More webbing and cat-sized spiders are found along the way, but with the dwarves prepared this time they are quickly dealt with. The second supply depot is reached and the group finds Aria, Dougan and Oran along the bodies of several slain giant spiders. It is discovered that Rat is missing and the new arrivals go in search of him. Rat is found down a passage heading toward the supply depot. A dark shadow is spotted tracking Rat!
The shadow is slain after multiple crossbow bolts are lodged in it. The dwarves move down the passage and reach the supply shaft. The shaft is huge, extending upwards as far as the eye can see. Fresh, but chilly air is smelled as vents at the roof of the shaft funnel fresh air inside. A platform and lift arrangement moves supplies to various levels of tunnels in the shaft. More shadows are encountered, but they are quickly slain. The area is quickly explored. Supplies are loaded into a mine cart and taken back to where Aria and the others are at.
Back at Fort Fletcher, Daraden Stormbeard arrives with his wolf companion Darkfang and both are let inside. Lieutenant Wyndham greets Daraden and leads to him to a pair of dwarves transporting coal to the furnace reserves. Jennak introduces herself and tells Daraden what has been going on at Fort Fletcher. Jennak shows the way to enter the mines and Daraden carries Darkfang up the coal chute. Inside the mines, he comes across Dougan Ironhammer. Not long after that, Aria and the others return from their days exploits in the mines.
Aria suggests that the priest make use of Glyphs of Warding to help protect the miners. There are too many tunnels and not enough guards right now. Plans are made for tomorrow's work. Salem and Oran will go back to the deeper caves and explore what threats they hold. Aria, Dougan, Rat and Senoia will explore the areas around the second coal depot and the supply shaft while Daraden, Farian and Grondar seek out what happened to the water supply that used to power the coal buckets. (HF#1-3)
Roster of Hammerfall group: Lady Aria Stonehand (PL), Daraden, Farain, Grondar, Oran Firehammer, Rat, Salem and Senoia.
GM Notes: Much like Blackflame/Elfquest, Hammerfall spun out of the New Frontiers game. It was basically a background happening in game that became its own game. My approach to this is a world wide point of view. Meaning that there are always other things going on that do not involve the players. The situation that set up the dwarf game was one such thing.
Of course this means that I really didn't have all that much set up about the main quest of this game, the recovery of Hammerfall. I had mentioned other dwarven holdings in this area before and they were references to other adventures that older characters had gone on. So I ended up settling on something like 6 or 7 different dungeon magazine adventures to shape the setting of Hammerfall.
As per my nature, I took some things from one adventure, and different things from the others. For instance, the newly found caverns that were explored were actually part of the adventure that introduced the town of Mountain Lake. I didn't need that part of that adventure so I just used them as random underground caves here, plopping the players down essentially in the middle of them. The passing of drow was to set up something later one.
Future History November 571
Future History November 571
Try it and find out!
Re: Future History November 571
November 7th -
(Borderlands) Argent 2 and Thorvid accept a mission being offered by Shkai'ra and Sakornia. A caravan had been attacked by ogres a day or so away from Elcadan. The adventurers were hired to protect the caravan.
GM Notes: Shkai'ra was a PC in Borderlands back on Qlink and Sakornia a NPC. The caravan adventure did start near the end of that game on Qlink, but was also never resolved.
(Hammerfall) The dwarves break down into smaller groups to carry out tasks in the mines. Salem and Oran will return to the deeper caverns partially explored yesterday with the idea of completely exploring the area. Aria, Dougan, Rat and Senoia will return to the second coal depot and explore the area around it and then move on to the large supply shaft reached yesterday.
Daraden, Grondar and Farian have a different task. It was the flow of water that powered the mechanisms used to move coal from one level to another. So far that task has been done by hand, but if the water would flow once more it would make coal delivery so much easier. The water trough spirals upwards from above the second coal depot. The rust old metal ladder leads the way up into a natural cave. The water trough travels along this cave, sitting on top of large iron bars driven into the stone. The trough itself is two planks of wood joined together in a V shape and sealed with tar.
Many tracks are noted on the cavern floor, but again without anything to disturb them they could be very old. Farian believes the tracks to be dwarven in size and shape and that many beings walked this way all in the direction away from the mines. The natural cavern winds its way along for about a mile until it reaches a blockage. A brick wall has been erected across the cave! At this point, the water trough has been cut to allow for the wall to be built. The wall is, relatively, new construction and appears to be of dwarven skill.
It is decided to backtrack and get the necessary tools to break through this wall while Grondar, thanks to his Boots of Speed, returns to Aria with a report on this development. Aria instructs the group to make a hole in the wall and then continue onward, but withdraw should they come across superior forces. Once they have the proper tools, a few bricks are removed from the wall to allow passage. The explorers continue on once more.
Several hours and miles later, the natural cave opens up into a large cavern. The left side of the passage falls away to reveal a lava flow much deeper in the earth. The path hugs the right hand side of the wall, as does the water trough. After rounding a corner, the explorers are stunned to find that their path has also fallen away. Only the water trough, still secured to the wall by way of the iron bars remains.
Farian is the lightest here, so he attempts to walk on the water trough to get past this obstacle. A rope is tied to the scout while a second rope is attached to climbing pitons he pounds into the rock face every few feet. After an hour of work, Farian reaches the far side and is back on solid ground once more. Everyone else follows, using the second rope to hold on to.
The explorers continue forward once more and time passes. Its probably getting late, perhaps too late to turn back to Fort Fletcher so it is decided to keep moving. A loud thundering sound reaches everyone ears as they move along. In time they realize that it is the sound of a water fall! Not long after that, the passage opens up into a larger cavern. In this chamber water falls in from above and then drops to deeper into the earth. A series of metal chutes were constructed and supported by chains. These chutes were moved off to one side, but if put into the proper position, they would deliver water to the trough and send it deeper into the mines.
A cold breeze is felt and the explorers realize that they are near the surface! A passage on the other side of the water fall leads up and to the outside. A small mountain lake sits outside the cavern. On the far shore is a collection of buildings. There are beings living here in this mountain valley!
However, what excitement the dwarves feel is quickly crushed when they see numerous frost giants in town and that other dwarves are being used as slave labor! It is decided for Grondar to go back for reinforcements while Daraden and Farian scout out the town. Grondar's Boots of Speed make him superhumanly fast for a dwarf.
It's after night fall by now and by most accounts, frost giants do not see as well in the dark as dwarves do. Farian activates his Ring of Invisibility and goes off to explore the town while Daraden circles around the town itself. Farian is able to to determine that the dwarves are bringing ore up from a different mine on the other side of town. That ore is then made into ingots which are returned to the mine. None of the buildings in town, nor the mines are large enough for the giants to enter. So something else must be guarding the dwarves while they are the mines. The giants have a main camp further outside of town.
After running for two hours, Grondar locates Aria in the mines and quickly relays the situation. Aria decides to leave immediately for the town with the captive dwarves, but has Grondar return to Fort Fletcher first with a message. Salem and Oran are to catch up to them while Baluk is to organize a party carrying supplies to make the trip in the morning.
Back at Mountain Lake, Daraden spots a figure in the woods outside of town. A female drow makes herself known calling out in heavily accented common. The dark elf tells Daraden about a danger that affects both the dwarves and the drow and suggests an alliance. The drow explains that a dwarven priest has been possessed by the Iron Orb and in turn is using it to create an Iron Warrior, something that can be used to attack both races. The drow will keep their distance for now, but will show themselves when the time is right.
Farian goes into the mine itself and finds that duergar or gray dwarves, are guarding the regular dwarves. The scout also finds that the citizens of Mountain Lake seem to be in a trance and go through their tasks as if in a deep sleep. Having completed his explorations, Farian returns to the cave with the waterfall and finds Daraden already there. They pair wait for Grondar and the others to join them. (HF# 3-4)
GM Notes: As noted above, the town of Mountain Lake, and its inhabitants, were from one Dungeon Adventure. The stuff with the drow and the Iron Orb were from a different one. I ignored the first half of the Iron Orb adventure, but set the rest in Mountain Lake. The mines and what was in them was from that adventure as well as the caves from the Mountain Lake adventure were used as the deeper caverns earlier. The drow footprints down there was this band of drow on their way to try and destroy the Iron Orb. It's ironic that these drow were completely honest through out this whole affair, but everyone was trying to find what angle they were running. Sometimes players are their own worst enemies!
(Borderlands) Argent 2 and Thorvid accept a mission being offered by Shkai'ra and Sakornia. A caravan had been attacked by ogres a day or so away from Elcadan. The adventurers were hired to protect the caravan.
GM Notes: Shkai'ra was a PC in Borderlands back on Qlink and Sakornia a NPC. The caravan adventure did start near the end of that game on Qlink, but was also never resolved.
(Hammerfall) The dwarves break down into smaller groups to carry out tasks in the mines. Salem and Oran will return to the deeper caverns partially explored yesterday with the idea of completely exploring the area. Aria, Dougan, Rat and Senoia will return to the second coal depot and explore the area around it and then move on to the large supply shaft reached yesterday.
Daraden, Grondar and Farian have a different task. It was the flow of water that powered the mechanisms used to move coal from one level to another. So far that task has been done by hand, but if the water would flow once more it would make coal delivery so much easier. The water trough spirals upwards from above the second coal depot. The rust old metal ladder leads the way up into a natural cave. The water trough travels along this cave, sitting on top of large iron bars driven into the stone. The trough itself is two planks of wood joined together in a V shape and sealed with tar.
Many tracks are noted on the cavern floor, but again without anything to disturb them they could be very old. Farian believes the tracks to be dwarven in size and shape and that many beings walked this way all in the direction away from the mines. The natural cavern winds its way along for about a mile until it reaches a blockage. A brick wall has been erected across the cave! At this point, the water trough has been cut to allow for the wall to be built. The wall is, relatively, new construction and appears to be of dwarven skill.
It is decided to backtrack and get the necessary tools to break through this wall while Grondar, thanks to his Boots of Speed, returns to Aria with a report on this development. Aria instructs the group to make a hole in the wall and then continue onward, but withdraw should they come across superior forces. Once they have the proper tools, a few bricks are removed from the wall to allow passage. The explorers continue on once more.
Several hours and miles later, the natural cave opens up into a large cavern. The left side of the passage falls away to reveal a lava flow much deeper in the earth. The path hugs the right hand side of the wall, as does the water trough. After rounding a corner, the explorers are stunned to find that their path has also fallen away. Only the water trough, still secured to the wall by way of the iron bars remains.
Farian is the lightest here, so he attempts to walk on the water trough to get past this obstacle. A rope is tied to the scout while a second rope is attached to climbing pitons he pounds into the rock face every few feet. After an hour of work, Farian reaches the far side and is back on solid ground once more. Everyone else follows, using the second rope to hold on to.
The explorers continue forward once more and time passes. Its probably getting late, perhaps too late to turn back to Fort Fletcher so it is decided to keep moving. A loud thundering sound reaches everyone ears as they move along. In time they realize that it is the sound of a water fall! Not long after that, the passage opens up into a larger cavern. In this chamber water falls in from above and then drops to deeper into the earth. A series of metal chutes were constructed and supported by chains. These chutes were moved off to one side, but if put into the proper position, they would deliver water to the trough and send it deeper into the mines.
A cold breeze is felt and the explorers realize that they are near the surface! A passage on the other side of the water fall leads up and to the outside. A small mountain lake sits outside the cavern. On the far shore is a collection of buildings. There are beings living here in this mountain valley!
However, what excitement the dwarves feel is quickly crushed when they see numerous frost giants in town and that other dwarves are being used as slave labor! It is decided for Grondar to go back for reinforcements while Daraden and Farian scout out the town. Grondar's Boots of Speed make him superhumanly fast for a dwarf.
It's after night fall by now and by most accounts, frost giants do not see as well in the dark as dwarves do. Farian activates his Ring of Invisibility and goes off to explore the town while Daraden circles around the town itself. Farian is able to to determine that the dwarves are bringing ore up from a different mine on the other side of town. That ore is then made into ingots which are returned to the mine. None of the buildings in town, nor the mines are large enough for the giants to enter. So something else must be guarding the dwarves while they are the mines. The giants have a main camp further outside of town.
After running for two hours, Grondar locates Aria in the mines and quickly relays the situation. Aria decides to leave immediately for the town with the captive dwarves, but has Grondar return to Fort Fletcher first with a message. Salem and Oran are to catch up to them while Baluk is to organize a party carrying supplies to make the trip in the morning.
Back at Mountain Lake, Daraden spots a figure in the woods outside of town. A female drow makes herself known calling out in heavily accented common. The dark elf tells Daraden about a danger that affects both the dwarves and the drow and suggests an alliance. The drow explains that a dwarven priest has been possessed by the Iron Orb and in turn is using it to create an Iron Warrior, something that can be used to attack both races. The drow will keep their distance for now, but will show themselves when the time is right.
Farian goes into the mine itself and finds that duergar or gray dwarves, are guarding the regular dwarves. The scout also finds that the citizens of Mountain Lake seem to be in a trance and go through their tasks as if in a deep sleep. Having completed his explorations, Farian returns to the cave with the waterfall and finds Daraden already there. They pair wait for Grondar and the others to join them. (HF# 3-4)
GM Notes: As noted above, the town of Mountain Lake, and its inhabitants, were from one Dungeon Adventure. The stuff with the drow and the Iron Orb were from a different one. I ignored the first half of the Iron Orb adventure, but set the rest in Mountain Lake. The mines and what was in them was from that adventure as well as the caves from the Mountain Lake adventure were used as the deeper caverns earlier. The drow footprints down there was this band of drow on their way to try and destroy the Iron Orb. It's ironic that these drow were completely honest through out this whole affair, but everyone was trying to find what angle they were running. Sometimes players are their own worst enemies!
Try it and find out!
Re: Future History November 571
November 8th -
(Borderlands) Argent 2 and Thorvid set out on the caravan mission from Elcadan.
(Hammerfall) It is the middle of the night when Grondar leads Aria, Dougan, Rat and Senoia to the cave that is the source of the water for the mines. Farian and Daraden are there waiting for them, having scouted the Mountain Lake region earlier in the evening. The scouts report their findings and that they now face gray dwarves, frost giants and the presence of the questionable allies in the drow. Talk tuns to the Iron Orb that the drow mentioned. Dougan recalls tales of such a thing. It was an artifact of the gray dwarves that was used to control the Iron Warrior, a weapon to use against their enemies, namely surface dwarves and drow.
Aria decides to attack the frost giants right away. As far as anyone here knows, frost giants are limited in the dark as many races are. That will give the dwarves an advantage. The group is over the bridge and into the town of Mountain Lake before the giants realize what is going on. The two giants guarding the Weary Traveler Inn and Stables go down without much of a fight.
Going inside the Inn, the group finds the natives of Mountain Lake in a stupor. All the dwarves are rounded up and placed in the largest common area. Grondar casts Dispel Magic in an attempt to remove whatever enchantment is controlling the dwarves. The spell is cast and the natives of Mountain Lake are freed!
One of the freed dwarves comes closer and introduces himself as Arlos Blitzener, the mayor of Mountain Lake. His wife Dona and other prominent locals are also introduced. There are only a few skilled fighters among the freed dwarves and they quickly start to gather what they need to fight the giants.
Outside, a lone frost giant is escorting dwarves back to the Inn from the mines as the sun is starting to rise. Farian ambushes the giants using his Ring of Invisibility. Daraden and Senoia take the giant down quickly. There are now twenty more enhanced dwarves to deal with.
Aria mentions that Rat had gone to scope out the local Temple to Dumathoin, which brings a strong response from Mayor Arlos. It was the priests who did this to the dwarves! Mayor Arlos explains that it was the Priests of Dumathoin, who directed them to settle here in Mountain Lake while the rest of the dwarves vacated the area when Hammerfall was abandoned. Brother Clavis, the High Priest, was convinced that Dumathoin wanted them to stay here. So they made the journey from the mines below and sealed up the way with a brick wall to prevent anything from the Underdark from following.
The years passed and they built up Mountain Lake. The area had been explored before, as the water from the lake was used to powered the coal delivery system down in the mine. An overland route to Hammerfall passes through Mountain Lake, but is filled with snow until the spring thaw. A new mine, unconnected to the dwarven one, was found here along with numerous smaller caves that became family dwellings. Deep in that mine old construction was found. It has been built by dwarves, not that the surface variety. Brother Clavis was convinced that it was this fortress that Dumathoin wanted them to find.
The fortress was huge, but had been damaged from earth tremors in the past. Inside the fortress, a large iron sphere was found. Brother Clavis proclaimed it to be the object of their search. He lifted the orb over his head and it floated there as if under its own power! The Iron Orb possess Brother Clavis and in turn he used its power to enslave everyone else. Later the gray dwarves arrived as did the frost giants. Brother Clavis is building something down in the fortress and using the entranced dwarves to help. The family caves in Mountain Lake are safe, as they do not connect to the Underdark, but the Temple holds danger.
Concerned about Rat's safety, Grondar rushes to the Temple of Dumathoin, the Keeper of the Secrets under the Mountain. The entry doors are huge, large enough to allow the giants inside. Rat discovers that the rest of the priesthood had been slain many weeks ago. A huge block of gold and gems is suspended over the main altar. It is so large and huge that it is impossible for Rat to make off with. However, the altar itself had been damaged recently. Grondar finds Rat and with the temple explored, they return to the others.
A lone giant approaches the Inn wondering where the next batch of mine workers are at. The dwarves and their new allies defeat the giant. Then the other giant guarding the mine comes forth and he too is put down. This battle is spotted by the rest of the giants at their camp. The last five giants throw rocks at the approaching dwarves.
Battle is engaged and the giants quickly fall. A flaming hammer strikes the last giant signaling the arrival Oran Firehammer and the reserves from Fort Fletcher. Oran, Salem and other dwarves have just arrived at Mountain Lake. Rat searches the giants sacks and their camp for treasure. The new arrivals are quickly brought up to date on what is going one. Guards are set up for the night.
Exhausted from fighting most of the night and into the day, the dwarves have some food and drink and then get some sleep. More Dispel Magic spells will be learned in the morning to help free the rest of the dwarves. Mayor Blitzener promises to keep the town safe while everyone rests. (HF 4-6)
(Borderlands) Argent 2 and Thorvid set out on the caravan mission from Elcadan.
(Hammerfall) It is the middle of the night when Grondar leads Aria, Dougan, Rat and Senoia to the cave that is the source of the water for the mines. Farian and Daraden are there waiting for them, having scouted the Mountain Lake region earlier in the evening. The scouts report their findings and that they now face gray dwarves, frost giants and the presence of the questionable allies in the drow. Talk tuns to the Iron Orb that the drow mentioned. Dougan recalls tales of such a thing. It was an artifact of the gray dwarves that was used to control the Iron Warrior, a weapon to use against their enemies, namely surface dwarves and drow.
Aria decides to attack the frost giants right away. As far as anyone here knows, frost giants are limited in the dark as many races are. That will give the dwarves an advantage. The group is over the bridge and into the town of Mountain Lake before the giants realize what is going on. The two giants guarding the Weary Traveler Inn and Stables go down without much of a fight.
Going inside the Inn, the group finds the natives of Mountain Lake in a stupor. All the dwarves are rounded up and placed in the largest common area. Grondar casts Dispel Magic in an attempt to remove whatever enchantment is controlling the dwarves. The spell is cast and the natives of Mountain Lake are freed!
One of the freed dwarves comes closer and introduces himself as Arlos Blitzener, the mayor of Mountain Lake. His wife Dona and other prominent locals are also introduced. There are only a few skilled fighters among the freed dwarves and they quickly start to gather what they need to fight the giants.
Outside, a lone frost giant is escorting dwarves back to the Inn from the mines as the sun is starting to rise. Farian ambushes the giants using his Ring of Invisibility. Daraden and Senoia take the giant down quickly. There are now twenty more enhanced dwarves to deal with.
Aria mentions that Rat had gone to scope out the local Temple to Dumathoin, which brings a strong response from Mayor Arlos. It was the priests who did this to the dwarves! Mayor Arlos explains that it was the Priests of Dumathoin, who directed them to settle here in Mountain Lake while the rest of the dwarves vacated the area when Hammerfall was abandoned. Brother Clavis, the High Priest, was convinced that Dumathoin wanted them to stay here. So they made the journey from the mines below and sealed up the way with a brick wall to prevent anything from the Underdark from following.
The years passed and they built up Mountain Lake. The area had been explored before, as the water from the lake was used to powered the coal delivery system down in the mine. An overland route to Hammerfall passes through Mountain Lake, but is filled with snow until the spring thaw. A new mine, unconnected to the dwarven one, was found here along with numerous smaller caves that became family dwellings. Deep in that mine old construction was found. It has been built by dwarves, not that the surface variety. Brother Clavis was convinced that it was this fortress that Dumathoin wanted them to find.
The fortress was huge, but had been damaged from earth tremors in the past. Inside the fortress, a large iron sphere was found. Brother Clavis proclaimed it to be the object of their search. He lifted the orb over his head and it floated there as if under its own power! The Iron Orb possess Brother Clavis and in turn he used its power to enslave everyone else. Later the gray dwarves arrived as did the frost giants. Brother Clavis is building something down in the fortress and using the entranced dwarves to help. The family caves in Mountain Lake are safe, as they do not connect to the Underdark, but the Temple holds danger.
Concerned about Rat's safety, Grondar rushes to the Temple of Dumathoin, the Keeper of the Secrets under the Mountain. The entry doors are huge, large enough to allow the giants inside. Rat discovers that the rest of the priesthood had been slain many weeks ago. A huge block of gold and gems is suspended over the main altar. It is so large and huge that it is impossible for Rat to make off with. However, the altar itself had been damaged recently. Grondar finds Rat and with the temple explored, they return to the others.
A lone giant approaches the Inn wondering where the next batch of mine workers are at. The dwarves and their new allies defeat the giant. Then the other giant guarding the mine comes forth and he too is put down. This battle is spotted by the rest of the giants at their camp. The last five giants throw rocks at the approaching dwarves.
Battle is engaged and the giants quickly fall. A flaming hammer strikes the last giant signaling the arrival Oran Firehammer and the reserves from Fort Fletcher. Oran, Salem and other dwarves have just arrived at Mountain Lake. Rat searches the giants sacks and their camp for treasure. The new arrivals are quickly brought up to date on what is going one. Guards are set up for the night.
Exhausted from fighting most of the night and into the day, the dwarves have some food and drink and then get some sleep. More Dispel Magic spells will be learned in the morning to help free the rest of the dwarves. Mayor Blitzener promises to keep the town safe while everyone rests. (HF 4-6)
Try it and find out!
Re: Future History November 571
November 9th –
(Borderlands) The caravan that Argent 2 and Thorvid are traveling with are attacked by ogres led by an ogre-magi. Between the power of Thorvid and Sakornia, the attackers fall quickly. The ogre-magi tries to escape, but is hunted down. Their mission complete, the adventurers start to head back to Elcadan while the caravan continues on to is destination.
(Hammerfall) The next morning as Grondar prays for his new spells, he finds that his priestly abilities have once more improved. As he meditates, a vision of a older female dwarf comes into focus. She introduces herself as Denia Steelstrike. Denia will serves as a liaison between Grondar and Berronar herself. The two can communicate when Grondar meditates as part of his process of replenishing spells. Their meeting only took place in his mind. Denia alerts Grondar that a priestess will be arriving soon to set up a temple in Mountain Lake. Grondar is asked to assist her as needed.
The last of the dwarves of Mountain Lake under the thrall of the Iron Orb are freed by the priests. Among the dwarves that traveled with Oran and Salem are a pair that are familiar to Grondar. They are the Priestess of Berronar Tukinia Lavaflow and her son Kex. Tukinia is the widow of Kax Lavaflow, a Priest of Moradin who was slain by the Cold One's forces on the road to Ansimont. Tukinia relates that life in Ansimont was no longer the same with Kax gone. She heard about the reclamation of Hammerfall project and decided to pitch in. Tukinia arrive at Fort Fletcher just yesterday and offered her aid when the situation of at Mountain Lake was revealed. Tukinia is the priestess that Denia referred to.
Also among the new arrivals in Jenna Firehand. She tells Grondar that she has decided to become a Priestess of Berronar. Jenna also delivers a package of envelopes to Aria. They arrived at Fort Fletcher for Aria and Baluk gave them to Jenna to be delivered.
It has been a quiet day at Mountain Lake. There have been no sign of the duergar or drow coming out of the mines. Mayor Arlos provides a map to the mines. Its a complex series of mines and tunnels, but all seem to either end or lead back to one of the two large caverns. At the rear of the second cavern is the entrance to the lower mines to where the ruins and the Iron Orb were found. Mayor Arlos along with Opal Strumming and Lotha Armstrong of the town guard will join the adventurers on the raid into the mine. Mayor Arlos also talks about the abilities of the duergar for those unfamiliar with them. Much like other creatures who live in the Underdark, they hate bright light. Furthermore, they can turn invisible at will or grow to the size of a giant!
It is decided to venture into the mines come the morning. With the days short this time of year, night was beginning to fall already. That evening, Aria reads the letters that Jenna provided for her. Among them is one from King Everast himself, awarding the status of Court Lord to Grondar. This was in response for Grondar's actions during the Siege of Corunglain. (HF#6)
GM Notes: I stretched out what actually happened in game a bit to provide a rest day here. Going into the mines and all that it entailed originally took place on this day as well and probably into the next one. Grondar received the title of Lord actually took place in the mines, but made more sense to happen here with this minor reshuffling of reality. For some reason I forgot that I had given Tukinia a name earlier and called her Ziana here. I reverted her back to her original given name.
(Borderlands) The caravan that Argent 2 and Thorvid are traveling with are attacked by ogres led by an ogre-magi. Between the power of Thorvid and Sakornia, the attackers fall quickly. The ogre-magi tries to escape, but is hunted down. Their mission complete, the adventurers start to head back to Elcadan while the caravan continues on to is destination.
(Hammerfall) The next morning as Grondar prays for his new spells, he finds that his priestly abilities have once more improved. As he meditates, a vision of a older female dwarf comes into focus. She introduces herself as Denia Steelstrike. Denia will serves as a liaison between Grondar and Berronar herself. The two can communicate when Grondar meditates as part of his process of replenishing spells. Their meeting only took place in his mind. Denia alerts Grondar that a priestess will be arriving soon to set up a temple in Mountain Lake. Grondar is asked to assist her as needed.
The last of the dwarves of Mountain Lake under the thrall of the Iron Orb are freed by the priests. Among the dwarves that traveled with Oran and Salem are a pair that are familiar to Grondar. They are the Priestess of Berronar Tukinia Lavaflow and her son Kex. Tukinia is the widow of Kax Lavaflow, a Priest of Moradin who was slain by the Cold One's forces on the road to Ansimont. Tukinia relates that life in Ansimont was no longer the same with Kax gone. She heard about the reclamation of Hammerfall project and decided to pitch in. Tukinia arrive at Fort Fletcher just yesterday and offered her aid when the situation of at Mountain Lake was revealed. Tukinia is the priestess that Denia referred to.
Also among the new arrivals in Jenna Firehand. She tells Grondar that she has decided to become a Priestess of Berronar. Jenna also delivers a package of envelopes to Aria. They arrived at Fort Fletcher for Aria and Baluk gave them to Jenna to be delivered.
It has been a quiet day at Mountain Lake. There have been no sign of the duergar or drow coming out of the mines. Mayor Arlos provides a map to the mines. Its a complex series of mines and tunnels, but all seem to either end or lead back to one of the two large caverns. At the rear of the second cavern is the entrance to the lower mines to where the ruins and the Iron Orb were found. Mayor Arlos along with Opal Strumming and Lotha Armstrong of the town guard will join the adventurers on the raid into the mine. Mayor Arlos also talks about the abilities of the duergar for those unfamiliar with them. Much like other creatures who live in the Underdark, they hate bright light. Furthermore, they can turn invisible at will or grow to the size of a giant!
It is decided to venture into the mines come the morning. With the days short this time of year, night was beginning to fall already. That evening, Aria reads the letters that Jenna provided for her. Among them is one from King Everast himself, awarding the status of Court Lord to Grondar. This was in response for Grondar's actions during the Siege of Corunglain. (HF#6)
GM Notes: I stretched out what actually happened in game a bit to provide a rest day here. Going into the mines and all that it entailed originally took place on this day as well and probably into the next one. Grondar received the title of Lord actually took place in the mines, but made more sense to happen here with this minor reshuffling of reality. For some reason I forgot that I had given Tukinia a name earlier and called her Ziana here. I reverted her back to her original given name.
Try it and find out!
Re: Future History November 571
November 10th –
(Borderlands) Argent 2 and Thorvid arrive in Elcadan after the caravan mission and are looking for a new adventure.
(Hammerfall) After breakfast, the dwarves move into the mines of Mountain Lake to deal with the duergar inside and destroy the Iron Warrior they believe is being built. Torches and rocks with Continual Light cast on them are on hand. The rocks and torches are thrown ahead of the explorers as they move through the mines, forcing any concealed duergar to flee. Nearly two dozen duergar are engaged and promptly slain in battle. It is clear that they do not have much in the way of combat skills. While examining the downed enemy, Salem finds a black crossbow bolt in several of them. Its tip covered by some liquid. Oran realizes that drow use such weapons and coat their bolts with a sleeping agent. Those duergar who are asleep are quickly slain. The drow are now here in the mines, somewhere.
The explorers continue on and soon reach the second of the large natural caves. A few traps were disarmed along the way. More duergar downed with sleeping bolts are found, but these ones also had their throats cut. Once more the torches and rocks with Continual Light cast on them are tossed into the cave. Unlike the earlier battle, these duergar do not rush to attack. Instead they fire ranged weapons at the dwarves. Farian uses his Ring of Invisibility for concealment and moves towards the enemy. However, the duergar can see him and fire crossbow bolts into him! Farian than rushes the enemy while Aria decides to support him. The enemy were unprepared for such a surge and quickly fall.
After the battle, the drow step out of the shadows. Their leader, the female drow that Daraden encountered earlier, speaks. She says that the way to the ruins is now clear. The dwarves should lead the way while the drow follow. After some verbal sparring with Aria, the leader of the drow agrees to lead the way to the ruins.
The tunnel continues to go down from the large cavern while changing directions many times. Finally worked stone and construction are found. Large fifty foot tall double doors are found slightly ajar. These lead into a large sixty foot square chamber. At one time a large statue stood on a black pedestal in the center of this room. All that remains of the statue are its feet, the rest fell to the ground and shattered.
At the other end of this chamber is another pair of giant sized double doors. The air is getting hotter as the group moves along and a familiar hellish glow can be seen. A long hallway is behind these doors but it eventually enters a giant cavern. The hallway becomes a bridge over a large chasm. Some 500 feet below, a river of lava flows past. On the other side of the chasm sits the ruined duergar fortress. The walls of the citadel are some fifty feet tall and merge with the ceiling of the cavern.
The leader of the drow uses her cloak to conceal her features, as it is too bright for her kind here. Likewise, the duergar are also limited in this area. The drow says that the dwarves must lead the rest of the way and that there is a trap just inside the fortress.
At this point, Farian and Salem lead the way with several dwarves close behind. Worn tracks made by the mining carts filled with ore are noted as well. Those tracks are the safe path. A pair of massive fifty foot tall double doors lead into the fortress. The entrance is not guarded as the area is too bright for the duergar. The trap the drow noted is located just inside.
The trap is actually part of the floor that simply moves aside when enough weight is on it. Its part of a system where a large bucket can be raised and lowered to deeper below the fortress. The bucket is used to transport the ore to where the Iron Warrior is being built. Stairs lead down around the shaft the bucket goes up and down in, while other stairs go up to bucket controls. This is as far as the drow scouted earlier. What lies beyond is unknown to them.
Farian and Salem lead the way down the stairs. Suddenly, a trap is sprung and a portion of the wall erupts out catching Salem in the side and pushing him into the pit! Salem screams as he falls and there is only silence after a sickening thud. Farian examines the area and if you are going up the stairs, the trigger for the trap is easily seen. Going down it is much more difficult to see the trigger on the step.
Aria is angered by Salem's death and demands that the drow do more to help. The drow leader casts a Find Traps spell on herself and aids Farian on the downward trek. Three more spring traps are found before the explorers reach the bottom of the stairs.
A large metal statue is seen at the bottom of the stairs. The drow leader believes it to be an iron golem, a magical construct that can only be harmed by enchanted weapons. Oran believes his Firehammer could destroy it with four or five hits. Oran throws his weapon, while Aria and Grondar move closer. Aria is hit and thrown into the pit twenty feet below. She smashes a crate with her passage and is woozy. The iron golem is destroyed and the group continues on.
At the bottom of the pit is the area where the ore is loaded into mining carts. The tracks lead to another pair of fifty foot tall double doors. The doors are hot to the touch, but can be opened. Once open, its like being inside a furnace. Up ahead a small bridge leads over a small chasm filled with lave. The lava is only fifty feet below.
Farian leads the way across the bridge, but suddenly signals for everyone to stop. There is a trap on the bridge! Near the middle of the bridge is a concealed trap door. When enough weight is placed on it, the door opens, dumping anyone on it to the lava below! The explorers are forced to go single file along the edge of the bridge to avoid the trap.
At the far end of the walkway over the bridge is another pair of giant double doors. A lever is found that controls the trapdoor on the bridge. In one position the trap is set, the other leaves it shut. The double doors lead into a hallway with several side chambers. One chamber holds tools, the other giant sized molds. Another set of double doors awaits at the end of the hallway. Opening these doors, the explorers are confronted with the soles of the Iron Warrior! These feet are 10' high by themselves! This is the chamber where the Iron Warrior is being built. It is currently laying on its back, while scaffolding surrounds it. Many duergar are here working on the giant.
Deeper in the room the dwarves spot Brother Clavis and the Iron Orb that hovers over his head. Standing near him is a Priest of Deep Duerra, the Goddess of the Duergar. Brother Clavis seems to be talking to the Iron Orb and the dwarves hear only his side of the conversation.
(Borderlands) Argent 2 and Thorvid arrive in Elcadan after the caravan mission and are looking for a new adventure.
(Hammerfall) After breakfast, the dwarves move into the mines of Mountain Lake to deal with the duergar inside and destroy the Iron Warrior they believe is being built. Torches and rocks with Continual Light cast on them are on hand. The rocks and torches are thrown ahead of the explorers as they move through the mines, forcing any concealed duergar to flee. Nearly two dozen duergar are engaged and promptly slain in battle. It is clear that they do not have much in the way of combat skills. While examining the downed enemy, Salem finds a black crossbow bolt in several of them. Its tip covered by some liquid. Oran realizes that drow use such weapons and coat their bolts with a sleeping agent. Those duergar who are asleep are quickly slain. The drow are now here in the mines, somewhere.
The explorers continue on and soon reach the second of the large natural caves. A few traps were disarmed along the way. More duergar downed with sleeping bolts are found, but these ones also had their throats cut. Once more the torches and rocks with Continual Light cast on them are tossed into the cave. Unlike the earlier battle, these duergar do not rush to attack. Instead they fire ranged weapons at the dwarves. Farian uses his Ring of Invisibility for concealment and moves towards the enemy. However, the duergar can see him and fire crossbow bolts into him! Farian than rushes the enemy while Aria decides to support him. The enemy were unprepared for such a surge and quickly fall.
After the battle, the drow step out of the shadows. Their leader, the female drow that Daraden encountered earlier, speaks. She says that the way to the ruins is now clear. The dwarves should lead the way while the drow follow. After some verbal sparring with Aria, the leader of the drow agrees to lead the way to the ruins.
The tunnel continues to go down from the large cavern while changing directions many times. Finally worked stone and construction are found. Large fifty foot tall double doors are found slightly ajar. These lead into a large sixty foot square chamber. At one time a large statue stood on a black pedestal in the center of this room. All that remains of the statue are its feet, the rest fell to the ground and shattered.
At the other end of this chamber is another pair of giant sized double doors. The air is getting hotter as the group moves along and a familiar hellish glow can be seen. A long hallway is behind these doors but it eventually enters a giant cavern. The hallway becomes a bridge over a large chasm. Some 500 feet below, a river of lava flows past. On the other side of the chasm sits the ruined duergar fortress. The walls of the citadel are some fifty feet tall and merge with the ceiling of the cavern.
The leader of the drow uses her cloak to conceal her features, as it is too bright for her kind here. Likewise, the duergar are also limited in this area. The drow says that the dwarves must lead the rest of the way and that there is a trap just inside the fortress.
At this point, Farian and Salem lead the way with several dwarves close behind. Worn tracks made by the mining carts filled with ore are noted as well. Those tracks are the safe path. A pair of massive fifty foot tall double doors lead into the fortress. The entrance is not guarded as the area is too bright for the duergar. The trap the drow noted is located just inside.
The trap is actually part of the floor that simply moves aside when enough weight is on it. Its part of a system where a large bucket can be raised and lowered to deeper below the fortress. The bucket is used to transport the ore to where the Iron Warrior is being built. Stairs lead down around the shaft the bucket goes up and down in, while other stairs go up to bucket controls. This is as far as the drow scouted earlier. What lies beyond is unknown to them.
Farian and Salem lead the way down the stairs. Suddenly, a trap is sprung and a portion of the wall erupts out catching Salem in the side and pushing him into the pit! Salem screams as he falls and there is only silence after a sickening thud. Farian examines the area and if you are going up the stairs, the trigger for the trap is easily seen. Going down it is much more difficult to see the trigger on the step.
Aria is angered by Salem's death and demands that the drow do more to help. The drow leader casts a Find Traps spell on herself and aids Farian on the downward trek. Three more spring traps are found before the explorers reach the bottom of the stairs.
A large metal statue is seen at the bottom of the stairs. The drow leader believes it to be an iron golem, a magical construct that can only be harmed by enchanted weapons. Oran believes his Firehammer could destroy it with four or five hits. Oran throws his weapon, while Aria and Grondar move closer. Aria is hit and thrown into the pit twenty feet below. She smashes a crate with her passage and is woozy. The iron golem is destroyed and the group continues on.
At the bottom of the pit is the area where the ore is loaded into mining carts. The tracks lead to another pair of fifty foot tall double doors. The doors are hot to the touch, but can be opened. Once open, its like being inside a furnace. Up ahead a small bridge leads over a small chasm filled with lave. The lava is only fifty feet below.
Farian leads the way across the bridge, but suddenly signals for everyone to stop. There is a trap on the bridge! Near the middle of the bridge is a concealed trap door. When enough weight is placed on it, the door opens, dumping anyone on it to the lava below! The explorers are forced to go single file along the edge of the bridge to avoid the trap.
At the far end of the walkway over the bridge is another pair of giant double doors. A lever is found that controls the trapdoor on the bridge. In one position the trap is set, the other leaves it shut. The double doors lead into a hallway with several side chambers. One chamber holds tools, the other giant sized molds. Another set of double doors awaits at the end of the hallway. Opening these doors, the explorers are confronted with the soles of the Iron Warrior! These feet are 10' high by themselves! This is the chamber where the Iron Warrior is being built. It is currently laying on its back, while scaffolding surrounds it. Many duergar are here working on the giant.
Deeper in the room the dwarves spot Brother Clavis and the Iron Orb that hovers over his head. Standing near him is a Priest of Deep Duerra, the Goddess of the Duergar. Brother Clavis seems to be talking to the Iron Orb and the dwarves hear only his side of the conversation.
Try it and find out!
Re: Future History November 571
Battle erupts. Oran throws his Firehammer and it smashes into the Iron Orb, propelling it away from Brother Clavis. The priest chases the Iron Orb about the vast construction chamber saying aloud that he must put it inside the Iron Warrior. When that happens, the Priest of Deep Duerra turns his back on the dwarves and pays the price with several axes in his back. The dwarves and the drow make quick work of the duergar.
Seeing an opening, the drow warriors move to surround the Iron Orb that has come to a stop on the floor. However, Aria believes that the drow are trying to take the evil artifact for themselves and dives to retrieve it! Before everyone's stunned eyes, Aria takes the orb and is in turn taken over by the orb!
Aria speaks to the Iron Orb and everyone hears it as a one sided conversation. The orb seems to suggest that Aria is a better host and one that is easier to control that Brother Clavis was. The drow priestess commands her troops to attack Aria!
Unnoticed overhead, a new arrival has emerged on the scene. It is Virae who had found herself in a different place moments earlier and now in this one. Unsure just what is going on, Virae is content to watch for now.
The dwarves attack the drow who are trying to attack Aria. Opal Kriegstrum moves up to Aria trying to help her. Aria's face turns into a hateful look and a blast of magical energy emerges from the Iron Orb. The blast disintegrates Opal, leaving only dust behind.
The drow are quickly loosing the battle against the dwarves. Grondar tries to grapple with Aria, but finds that their strength is evenly matched since they both possess Ogre Gauntlets. The Iron Orb blasts Grondar with another magical attacked, but this one just wounds him and forces him to release Aria. The Iron Orb and Aria teleport away, proclaiming that they are going to Hammerfall.
The drow priestess is enraged at the incompetence of the dwarves. Harsh words are exchanged and the drow gather up their wounded and start to depart. Virae comes down and introduces herself to the dwarves.
With Aria gone, Grondar is now the leader of this expedition. Oran will work on destroying the Iron Warrior to prevent it from being used by the Iron Orb. Dougan will try to council Brother Clavis who is now has free will once more and perhaps learn more about the Iron Orb in the process. Everyone else will follow after the drow.
Farian leads the way after the drow. He finds that they activated the trap door over the lava bridge and Farian deactivates it once more. The group locate the drow. They are halfway up the stairs and are currently locked in combat with many duergar! The dwarves are ready to rush into battle once more, but Mayor Arlos speaks up and suggests something more practical. The dwarves retreat back behind the pit trap on the bridge and activate it. The duergar have superior numbers but the trap will force them into a bottleneck limiting just how many of them that can attack.
The sounds of the battle between the duergar and the drow have faded, leaving little doubt that the drow have fallen. The duergar rush across the bridge, the heat and smoke of the lava limiting the usefulness of their invisibility. The trap is sprung and several duergar drop into the lava. The first wave of duergar are repelled, causing the remainder to withdraw from the bridge.
Dougan speaks with Brother Clavis who was freed from being controlled by the Iron Orb. But all Clavis talks about is the voice making him do evil. Brother Clavis says that the Iron Orb is possessed by the spirit of an eye tyrant and its only purpose is to destroy dwarves. A frantic Brother Clavis says that he must silence the voice. The deranged dwarf runs and leaps into the lava, calling out for his Dumathoin to take him.
The duergar start to throw crates and barrels at the dwarves since they cannot get past their defensive line. In response, the dwarves rush the enemy! A new defensive line is formed and the duergar numbers are slowly being whittled down.
Then the tide of battle turns dramatically. A low roar is heard and it quickly gathers in intensity. It's an Earthquake! The ground shakes and the lava flow churns. A portion of the stairs going up shatters, taking other sections down with it. The earthquake passes just as quickly as it came. The remaining duergar were taken out by the debris falling down the stair shaft.
Mayor Arlos calls out if everyone is okay and notes that there hasn't been an earthquake like that in at least fifty years. The stairs going up are damaged with sections of them missing. The bridge back over the lava has broken, leaving a twenty five foot gap. Oran and Dougan appear on the other side of the bridge, having vacated the chamber where the Iron Warrior was being built. Oran picks up Dougan and runs towards the gap in the bridge. The dwarven warrior suddenly leaps and easily passes over the 25' opening in the bridge thanks to his Ring of Jumping.
Ideas on how to make it back to the surface are talked about. Mayor Arlos suggests using the ore bucket to lift everyone back up. Virae is asked to fly up the shaft and lower the bucket from above. Virae completes her task and lowers the ore bucket down to the bottom of the shaft. Oran goes up first, since he is the strongest here. The ore bucket is raised and lowered many times until everyone has been brought up from the depths of the duergar fortress.
Before returning to Mountain Lake, it is decided to explore the rest of the duergar fortress to make sure no other dangers remain here. The duergar who survived the earthquake fled deeper into the Underdark. The fortress is essentially abandoned. The area is searched and some treasure is found. The ceiling over the Underdark passage is weak. Oran throws his Firehammer several times causing the ceiling to collapse blocking the passageway.
Everyone returns to Mountain Lake. Services are had for Salem and Opal. The treasure is divided up. What to do next is discussed and everyone agrees to continue on towards Hammerfall to save Aria from the Iron Orb. Rat is nowhere to be found, leaving the Master Finder's fate unknown. The dwarves settle in for the evening at Mountain Lake. (HF#6-12)
Seeing an opening, the drow warriors move to surround the Iron Orb that has come to a stop on the floor. However, Aria believes that the drow are trying to take the evil artifact for themselves and dives to retrieve it! Before everyone's stunned eyes, Aria takes the orb and is in turn taken over by the orb!
Aria speaks to the Iron Orb and everyone hears it as a one sided conversation. The orb seems to suggest that Aria is a better host and one that is easier to control that Brother Clavis was. The drow priestess commands her troops to attack Aria!
Unnoticed overhead, a new arrival has emerged on the scene. It is Virae who had found herself in a different place moments earlier and now in this one. Unsure just what is going on, Virae is content to watch for now.
The dwarves attack the drow who are trying to attack Aria. Opal Kriegstrum moves up to Aria trying to help her. Aria's face turns into a hateful look and a blast of magical energy emerges from the Iron Orb. The blast disintegrates Opal, leaving only dust behind.
The drow are quickly loosing the battle against the dwarves. Grondar tries to grapple with Aria, but finds that their strength is evenly matched since they both possess Ogre Gauntlets. The Iron Orb blasts Grondar with another magical attacked, but this one just wounds him and forces him to release Aria. The Iron Orb and Aria teleport away, proclaiming that they are going to Hammerfall.
The drow priestess is enraged at the incompetence of the dwarves. Harsh words are exchanged and the drow gather up their wounded and start to depart. Virae comes down and introduces herself to the dwarves.
With Aria gone, Grondar is now the leader of this expedition. Oran will work on destroying the Iron Warrior to prevent it from being used by the Iron Orb. Dougan will try to council Brother Clavis who is now has free will once more and perhaps learn more about the Iron Orb in the process. Everyone else will follow after the drow.
Farian leads the way after the drow. He finds that they activated the trap door over the lava bridge and Farian deactivates it once more. The group locate the drow. They are halfway up the stairs and are currently locked in combat with many duergar! The dwarves are ready to rush into battle once more, but Mayor Arlos speaks up and suggests something more practical. The dwarves retreat back behind the pit trap on the bridge and activate it. The duergar have superior numbers but the trap will force them into a bottleneck limiting just how many of them that can attack.
The sounds of the battle between the duergar and the drow have faded, leaving little doubt that the drow have fallen. The duergar rush across the bridge, the heat and smoke of the lava limiting the usefulness of their invisibility. The trap is sprung and several duergar drop into the lava. The first wave of duergar are repelled, causing the remainder to withdraw from the bridge.
Dougan speaks with Brother Clavis who was freed from being controlled by the Iron Orb. But all Clavis talks about is the voice making him do evil. Brother Clavis says that the Iron Orb is possessed by the spirit of an eye tyrant and its only purpose is to destroy dwarves. A frantic Brother Clavis says that he must silence the voice. The deranged dwarf runs and leaps into the lava, calling out for his Dumathoin to take him.
The duergar start to throw crates and barrels at the dwarves since they cannot get past their defensive line. In response, the dwarves rush the enemy! A new defensive line is formed and the duergar numbers are slowly being whittled down.
Then the tide of battle turns dramatically. A low roar is heard and it quickly gathers in intensity. It's an Earthquake! The ground shakes and the lava flow churns. A portion of the stairs going up shatters, taking other sections down with it. The earthquake passes just as quickly as it came. The remaining duergar were taken out by the debris falling down the stair shaft.
Mayor Arlos calls out if everyone is okay and notes that there hasn't been an earthquake like that in at least fifty years. The stairs going up are damaged with sections of them missing. The bridge back over the lava has broken, leaving a twenty five foot gap. Oran and Dougan appear on the other side of the bridge, having vacated the chamber where the Iron Warrior was being built. Oran picks up Dougan and runs towards the gap in the bridge. The dwarven warrior suddenly leaps and easily passes over the 25' opening in the bridge thanks to his Ring of Jumping.
Ideas on how to make it back to the surface are talked about. Mayor Arlos suggests using the ore bucket to lift everyone back up. Virae is asked to fly up the shaft and lower the bucket from above. Virae completes her task and lowers the ore bucket down to the bottom of the shaft. Oran goes up first, since he is the strongest here. The ore bucket is raised and lowered many times until everyone has been brought up from the depths of the duergar fortress.
Before returning to Mountain Lake, it is decided to explore the rest of the duergar fortress to make sure no other dangers remain here. The duergar who survived the earthquake fled deeper into the Underdark. The fortress is essentially abandoned. The area is searched and some treasure is found. The ceiling over the Underdark passage is weak. Oran throws his Firehammer several times causing the ceiling to collapse blocking the passageway.
Everyone returns to Mountain Lake. Services are had for Salem and Opal. The treasure is divided up. What to do next is discussed and everyone agrees to continue on towards Hammerfall to save Aria from the Iron Orb. Rat is nowhere to be found, leaving the Master Finder's fate unknown. The dwarves settle in for the evening at Mountain Lake. (HF#6-12)
Try it and find out!
Re: Future History November 571
GM Notes: That was a very long day and part of the reason I separated it from the previous day. Likewise the next day is going to be another resting and planning day, so the day after that will get things moving again. When I did the initial figuring out how much time had passed in Hammerfall, it came out as a mere five days. I needed to add some room given how far behind this game had fallen!
As you might have suspected, the earthquakes are part of yet a different adventure of the half-dozen or so that I am drawing upon for this setting. The quakes are also the reason Hammerfall was abandoned some fifty years ago. Mayor Arlos will go into that more tomorrow. Likewise, the lava flow around the duergar fortress was part of the same stream that was encountered on the journey to Mountain Lake.
This is where Virae came into the game from Tower of Magic, although she left that game last month. Likewise, Rat was forgotten again and he too vanished. Rat appears in the Yusef solo stuff nearly two months from now time wise. A ridiculous amount of time passed for Yusef and his adventures already go into next year!
As covered in the game, the Iron Orb is inhabited by the spirit of a beholder and it still has many of its powers, such as the blasts that took out Opal and damaged Grondar. Once the Iron Orb is put into the Iron Warrior, the Orb controls the giant construct. It's essentially a gigantic iron golem with all its abilities. Brother Clavis was able to fight back some against the control of the Iron Orb to a point, while Aria is unable to. The curse of just average Intelligence and Wisdom!
November 11th –
(Hammerfall) Next Morning, Grondar assists Tukinia in casting Sanctify spell on the former Dumathoin temple. The spell creates a beneficial aura to those who also follow the Berronar faith. Once a proper altar has been crafted, Tukinia will consecrate it. Jenna will be remaining here in Mountain Lake to serve as an acolyte to Tukinia and continue her training to become a Priestess of Berronar.
Preparations are made for the journey to Hammerfall. The town supplies a weeks worth of food and drink. Mayor Arlos Blitzener wishes the dwarves success on their mission. He recalls the City of Hammerfall during its glory days when he was younger but he also has a warning. The last earthquake in this area as powerful as the one felt yesterday was back in the days leading up to Hammerfall being abandoned.
It all started with a powerful earthquake, like the one yesterday. In the following weeks, more quakes came and eventually Hammerfall had to be abandoned. There were rumors that some unknown creature was causing the tremors deeper in the earth. Many an adventurous dwarf went to investigate, but none returned. With the last great earthquake, a volcano rose up in the region spurring on those who had fled from Hammerfall.
A few years later Fort Fletcher fell and its gates were thrown open. Orcs and their ilk flooded the area and conquered Ardelphia, the major human city in the vicinity. The various dwarven cities and outposts in the area quickly fell as well. For the most part, Mountain Lake was sheltered from all of this due to their out of the way location. The small town thrived while others fell.
Most dwarves know the stories they were told as children to make them behave. There was an ancient monster called a Draknor that was said to cause earthquakes. Those tales spoke of earthquakes escalating in frequency and intensity until a volcano erupted in the area. It could all be just a coincidence, but it does sound like history is repeating itself.
The Mayor reveals the various routes to enter the Underdark from Mountain Lake. There is the one that connects back to Fort Fletcher that the dwarves traveled to reach Mountain Lake originally. There is the one that the duergar used to reach this area, but Oran collapsed the ceiling over it yesterday, burying it once more. There is an overland route to the surface portions of Hammerfall, but those are buried by snow until late spring.
But there is still another way. There is a small dwarven town called Rockhaven. Rockhaven was a living area for those who worked the mines in this area. Ore was smelted in Rockhaven and sent elsewhere for use. The town also served as an underground fortress that blocked the main route to Hammerfall itself. The entrance that eventually leads to Rockhaven is in a cave about a mile from Mountain Lake. Mayor Arlos explored the road to Rockhaven a few decades ago, but found the journey difficult with all the damage done in the earth tremors. It was too difficult to reach on his own, so the Mayor has not been in Rockhaven since the evacuation.
It is decided to alert Baluk back at Fort Fletcher what is going on. Tukinia rushed to Mountain Lake not long after arriving at the human fort. Most of her belongings are back there, so she and others will make the journey back to report in. (HF#12-13)
GM Notes: An extra day of rest and planning. The journey to Rockhaven is up next.
As you might have suspected, the earthquakes are part of yet a different adventure of the half-dozen or so that I am drawing upon for this setting. The quakes are also the reason Hammerfall was abandoned some fifty years ago. Mayor Arlos will go into that more tomorrow. Likewise, the lava flow around the duergar fortress was part of the same stream that was encountered on the journey to Mountain Lake.
This is where Virae came into the game from Tower of Magic, although she left that game last month. Likewise, Rat was forgotten again and he too vanished. Rat appears in the Yusef solo stuff nearly two months from now time wise. A ridiculous amount of time passed for Yusef and his adventures already go into next year!
As covered in the game, the Iron Orb is inhabited by the spirit of a beholder and it still has many of its powers, such as the blasts that took out Opal and damaged Grondar. Once the Iron Orb is put into the Iron Warrior, the Orb controls the giant construct. It's essentially a gigantic iron golem with all its abilities. Brother Clavis was able to fight back some against the control of the Iron Orb to a point, while Aria is unable to. The curse of just average Intelligence and Wisdom!
November 11th –
(Hammerfall) Next Morning, Grondar assists Tukinia in casting Sanctify spell on the former Dumathoin temple. The spell creates a beneficial aura to those who also follow the Berronar faith. Once a proper altar has been crafted, Tukinia will consecrate it. Jenna will be remaining here in Mountain Lake to serve as an acolyte to Tukinia and continue her training to become a Priestess of Berronar.
Preparations are made for the journey to Hammerfall. The town supplies a weeks worth of food and drink. Mayor Arlos Blitzener wishes the dwarves success on their mission. He recalls the City of Hammerfall during its glory days when he was younger but he also has a warning. The last earthquake in this area as powerful as the one felt yesterday was back in the days leading up to Hammerfall being abandoned.
It all started with a powerful earthquake, like the one yesterday. In the following weeks, more quakes came and eventually Hammerfall had to be abandoned. There were rumors that some unknown creature was causing the tremors deeper in the earth. Many an adventurous dwarf went to investigate, but none returned. With the last great earthquake, a volcano rose up in the region spurring on those who had fled from Hammerfall.
A few years later Fort Fletcher fell and its gates were thrown open. Orcs and their ilk flooded the area and conquered Ardelphia, the major human city in the vicinity. The various dwarven cities and outposts in the area quickly fell as well. For the most part, Mountain Lake was sheltered from all of this due to their out of the way location. The small town thrived while others fell.
Most dwarves know the stories they were told as children to make them behave. There was an ancient monster called a Draknor that was said to cause earthquakes. Those tales spoke of earthquakes escalating in frequency and intensity until a volcano erupted in the area. It could all be just a coincidence, but it does sound like history is repeating itself.
The Mayor reveals the various routes to enter the Underdark from Mountain Lake. There is the one that connects back to Fort Fletcher that the dwarves traveled to reach Mountain Lake originally. There is the one that the duergar used to reach this area, but Oran collapsed the ceiling over it yesterday, burying it once more. There is an overland route to the surface portions of Hammerfall, but those are buried by snow until late spring.
But there is still another way. There is a small dwarven town called Rockhaven. Rockhaven was a living area for those who worked the mines in this area. Ore was smelted in Rockhaven and sent elsewhere for use. The town also served as an underground fortress that blocked the main route to Hammerfall itself. The entrance that eventually leads to Rockhaven is in a cave about a mile from Mountain Lake. Mayor Arlos explored the road to Rockhaven a few decades ago, but found the journey difficult with all the damage done in the earth tremors. It was too difficult to reach on his own, so the Mayor has not been in Rockhaven since the evacuation.
It is decided to alert Baluk back at Fort Fletcher what is going on. Tukinia rushed to Mountain Lake not long after arriving at the human fort. Most of her belongings are back there, so she and others will make the journey back to report in. (HF#12-13)
GM Notes: An extra day of rest and planning. The journey to Rockhaven is up next.
Try it and find out!
Re: Future History November 571
November 12th –
(Borderlands) Sorvani contacts Argent 2 and Thorvid about another mission to a small abandoned keep just north of the Great Swamp, south of Elcadan.
(Hammerfall) After breakfast, the dwarves are off on their mission to reach Hammerfall and save Aria from the Iron Orb. Led by Mayor Arlos Blitzener, the group travels up a road a mile to another cave. They find that the inside of the cave is worked stone. A 20' wide passageway some 12' high is found. It is large enough for mule pulled wagons to make the trip from Mountain Lake to Rockhaven.
Some sixty feet inside the cave a great wooden reinforced gate is discovered of dwarven manufacture. Its locked, but there is a method to unlock it by using specific torch holders that line the walls. With the lock disengaged, the gate opens easily. The air beyond is stale and there are no tracks in the dirt. Nothing has passed this way in a very long time.
Fifty feet away is a second gate that opens in the same manner of the first. Several side chambers are in the area where guards were once posted when dwarves lived in Rockhaven. The second gate is opened and Mayor Arlos makes his goodbyes. He wishes the dwarves success on their mission and then returns to Mountain Lake.
Once past the gates, the tunnel spirals downward at a gentle slope. In time it levels out and travels along for several miles. Damage from the past earth tremors is noted. Chasms bisect the passageway and the ceiling has collapsed in portions. The obstacles are minor and easily circumvented with a group this size. In time, the road spirals down once more and the dwarves know that they are getting close to Rockhaven. Several side passages and tunnels are noted, but none are as large as the main road.
Darkfang starts to smell something that puts the wolf on edge. The dwarves precede more cautiously as they draw closer to Rockhaven. Another gate is reached on the edge of Rockhaven. But this one was broken down and most of it is on the ground. Some of it remains hanging from the hinges. The second gate is intact, but pushed open. Beyond the gates is the large natural cavern that Rockhaven was constructed in. The ceiling is over 60' high and the walls too far away to see. Sounds of battle can be heard coming from deeper in Rockhaven.
As the group moves along, the main road leads them into a warehouse district. Some dwarven cities are built using a uniform block pattern system. These are areas 300' square in size that are designated for a particular purpose. The layouts of these blocks do not change, so if you are familiar with the uniform blocks you can easily find your away around.
Farian and Virae move off to scout ahead while the main group continues to advance down the road. Past the warehouse block is second identical warehouse block. Flanking either side of the second warehouse block are forges. However, the forges have gone cold and radiate no heat or light.
Past the second warehouse block, a main street block comes into sight. The road continues down the middle of this block, but shops and business flank the sides. Tenement block are on either side of the main street blocks, basically low cost housing. The sounds of battle are coming from further ahead from a large, central plaza block.
Two large forces are fighting up ahead. On one side are hobgoblins while the other is identified as derro, another type of Underdark dwarf with icy-blue skin. The hobgoblins are employing standard military tactics by just slaying their enemies. The derro seem more intent on just wounding their foes and they torturing them later.
The dwarves and Virae move into positions around the outside of the battle site and wait. After about 15 more minutes of fighting, the final outcome becomes clear. The hobgoblins are victorious and what remains of the derro attempt to flee. The derro ran in the direction where Grondar and those with him are watching. The surviving derro are quickly removed and the dwarves move in on the last of the hobgoblins. In short order, both of the fighting sides are taken out. Some of the hobgoblins are captured for questioning, but no one shares a common language with them and they are dealt with.
Its late afternoon by now and a place to settle in for the evening is going to be needed. Virae scouts overhead to see if there are any other dangers in Rockhaven. Two things of interest are spotted. In a nearby apartment block, three trolls are standing guard in front of the entry door. Each wears a golden collar. A pair of gray skinned humans wearing ancient livery are guarding the main entrance to an estate on the edge of town. The rest of Rockhaven seems deserted.
The dwarves check out an apartment block on the other side of a main street block from the area where the trolls are on guard. Finding the building deserted, they plan to use it as the place to spend the evening and store their extra gear there. Talk turns towards the trolls as they are behaving very strangely. Oran believes that they are being controlled and just who their masters are concerns him.
The apartment building the trolls are guarding is scouted out. All the other ground entrances have been sealed, but there is access on the roof. The troll guards are quickly removed by mostly ranged attacks and then burned to ensure that they will not come back.
The group moves into the apartment building and find a trio of large mushrooms in the hallway. They are shrierkers and are known to make a loud racket when anyone gets too close. A silence spell is used to quiet them and the mushrooms are destroyed.
Dust covers the floor and all the tracks seem to lead into the basement of the apartment building. Scouts lead the way and as the group goes down, Darkfang smells something. Three more trolls come into sight and the group attacks. But following behind the trolls is a horrible creature! Its as tall as a human with mauve colored skin and solid white eyes. Where its mouth should be instead are four tentacles! A nearly invisible wave of energy erupts from the creatures forehead, stunning several of the dwarves. Oran hits it twice with his Firehammer and Virae finishes it off with her swords.
“There’s your troll masters,” Oran says, pointing his Firehammer towards the downed creature. “A filthy Mind Flayer! They crack your head open and suck out your brain!”
Once everyone can function once more, the group continues onward. There are several apartments in the basement that are searched. In one of them a light is seen underneath a closed door. Something is moving in the room behind the door.
The door is flung open and the dwarves move to attack. Another mind flayer is discovered and it is quickly overwhelmed. Two more trolls are present and they too fall. The room is a grotesque laboratory of some kind. Some treasure is found, but the rest of the lab is destroyed with fire.
After that adventure, the dwarves and Virae return to the apartment block where they left their extra gear earlier and set up camp for the evening. Tactics about what to do about the strange gray skinned humans guarding the estate are discussed. That will be investigated in the morning. (HF#13-16)
GM Notes: I added another extra day here. The stuff at the estate was originally started on this day and that's where the game got left at. I moved it to the next day.
(Borderlands) Sorvani contacts Argent 2 and Thorvid about another mission to a small abandoned keep just north of the Great Swamp, south of Elcadan.
(Hammerfall) After breakfast, the dwarves are off on their mission to reach Hammerfall and save Aria from the Iron Orb. Led by Mayor Arlos Blitzener, the group travels up a road a mile to another cave. They find that the inside of the cave is worked stone. A 20' wide passageway some 12' high is found. It is large enough for mule pulled wagons to make the trip from Mountain Lake to Rockhaven.
Some sixty feet inside the cave a great wooden reinforced gate is discovered of dwarven manufacture. Its locked, but there is a method to unlock it by using specific torch holders that line the walls. With the lock disengaged, the gate opens easily. The air beyond is stale and there are no tracks in the dirt. Nothing has passed this way in a very long time.
Fifty feet away is a second gate that opens in the same manner of the first. Several side chambers are in the area where guards were once posted when dwarves lived in Rockhaven. The second gate is opened and Mayor Arlos makes his goodbyes. He wishes the dwarves success on their mission and then returns to Mountain Lake.
Once past the gates, the tunnel spirals downward at a gentle slope. In time it levels out and travels along for several miles. Damage from the past earth tremors is noted. Chasms bisect the passageway and the ceiling has collapsed in portions. The obstacles are minor and easily circumvented with a group this size. In time, the road spirals down once more and the dwarves know that they are getting close to Rockhaven. Several side passages and tunnels are noted, but none are as large as the main road.
Darkfang starts to smell something that puts the wolf on edge. The dwarves precede more cautiously as they draw closer to Rockhaven. Another gate is reached on the edge of Rockhaven. But this one was broken down and most of it is on the ground. Some of it remains hanging from the hinges. The second gate is intact, but pushed open. Beyond the gates is the large natural cavern that Rockhaven was constructed in. The ceiling is over 60' high and the walls too far away to see. Sounds of battle can be heard coming from deeper in Rockhaven.
As the group moves along, the main road leads them into a warehouse district. Some dwarven cities are built using a uniform block pattern system. These are areas 300' square in size that are designated for a particular purpose. The layouts of these blocks do not change, so if you are familiar with the uniform blocks you can easily find your away around.
Farian and Virae move off to scout ahead while the main group continues to advance down the road. Past the warehouse block is second identical warehouse block. Flanking either side of the second warehouse block are forges. However, the forges have gone cold and radiate no heat or light.
Past the second warehouse block, a main street block comes into sight. The road continues down the middle of this block, but shops and business flank the sides. Tenement block are on either side of the main street blocks, basically low cost housing. The sounds of battle are coming from further ahead from a large, central plaza block.
Two large forces are fighting up ahead. On one side are hobgoblins while the other is identified as derro, another type of Underdark dwarf with icy-blue skin. The hobgoblins are employing standard military tactics by just slaying their enemies. The derro seem more intent on just wounding their foes and they torturing them later.
The dwarves and Virae move into positions around the outside of the battle site and wait. After about 15 more minutes of fighting, the final outcome becomes clear. The hobgoblins are victorious and what remains of the derro attempt to flee. The derro ran in the direction where Grondar and those with him are watching. The surviving derro are quickly removed and the dwarves move in on the last of the hobgoblins. In short order, both of the fighting sides are taken out. Some of the hobgoblins are captured for questioning, but no one shares a common language with them and they are dealt with.
Its late afternoon by now and a place to settle in for the evening is going to be needed. Virae scouts overhead to see if there are any other dangers in Rockhaven. Two things of interest are spotted. In a nearby apartment block, three trolls are standing guard in front of the entry door. Each wears a golden collar. A pair of gray skinned humans wearing ancient livery are guarding the main entrance to an estate on the edge of town. The rest of Rockhaven seems deserted.
The dwarves check out an apartment block on the other side of a main street block from the area where the trolls are on guard. Finding the building deserted, they plan to use it as the place to spend the evening and store their extra gear there. Talk turns towards the trolls as they are behaving very strangely. Oran believes that they are being controlled and just who their masters are concerns him.
The apartment building the trolls are guarding is scouted out. All the other ground entrances have been sealed, but there is access on the roof. The troll guards are quickly removed by mostly ranged attacks and then burned to ensure that they will not come back.
The group moves into the apartment building and find a trio of large mushrooms in the hallway. They are shrierkers and are known to make a loud racket when anyone gets too close. A silence spell is used to quiet them and the mushrooms are destroyed.
Dust covers the floor and all the tracks seem to lead into the basement of the apartment building. Scouts lead the way and as the group goes down, Darkfang smells something. Three more trolls come into sight and the group attacks. But following behind the trolls is a horrible creature! Its as tall as a human with mauve colored skin and solid white eyes. Where its mouth should be instead are four tentacles! A nearly invisible wave of energy erupts from the creatures forehead, stunning several of the dwarves. Oran hits it twice with his Firehammer and Virae finishes it off with her swords.
“There’s your troll masters,” Oran says, pointing his Firehammer towards the downed creature. “A filthy Mind Flayer! They crack your head open and suck out your brain!”
Once everyone can function once more, the group continues onward. There are several apartments in the basement that are searched. In one of them a light is seen underneath a closed door. Something is moving in the room behind the door.
The door is flung open and the dwarves move to attack. Another mind flayer is discovered and it is quickly overwhelmed. Two more trolls are present and they too fall. The room is a grotesque laboratory of some kind. Some treasure is found, but the rest of the lab is destroyed with fire.
After that adventure, the dwarves and Virae return to the apartment block where they left their extra gear earlier and set up camp for the evening. Tactics about what to do about the strange gray skinned humans guarding the estate are discussed. That will be investigated in the morning. (HF#13-16)
GM Notes: I added another extra day here. The stuff at the estate was originally started on this day and that's where the game got left at. I moved it to the next day.
Try it and find out!
Re: Future History November 571
November 13th –
(Borderlands) Argent 2 and Thorvid attend a gathering at the Marksend Inn hosted by the Archmage Sorvani to go over the new mission. Most of the group from the previous adventure to the ruins of Demara's Castle are present. The sole exception is Tevra, the lightning mage. In addition to Kayla Caladon, Mara Korvin and Dallar there are two others. One is a dwarven warrior by the name of Halvor and Burant. Argent met Burant before back when she tried to apprentice herself to Lord Sharadin. They had flirted and even kissed before, but nothing more could come of it at that time. The two talk briefly, but neither could say what they really wanted to given the hulking presence of Thorvid.
Sorvani breaks down the new mission. The target is a small keep just south of Elcadan, but north of the Great Swamp. Those who travel the river are familiar with seeing a glowing beacon far inland that is believed to originate from this keep. There was no guarantee of treasure or rewards, but giving the suspected magical nature of the beacon there could be. History told the tale of Lord Baltron who purchased the land cheaply hundreds of years ago. While not part of the great swamp itself, the area was mostly marsh. Lord Baltron planned to dam the waters that created the marsh and build his home there. Significant farm land would also be created in the process. The plan failed due to the hundreds of lizard men that called the same area their home. The lizard men laid siege to the fortress and killed Lord Baltron and his family. What remained of the fortress had been used as a lair for bandits and monsters ever since. Now it was the source of this strange beacon which had only appeared recently. The fortress was now being called Baltron's Beacon.
The plan is to take a riverboat going south first thing in the morning. It was estimated that the morning after that, the riverboat would be at its closest point to Baltron's Beacon. From there Phantom Steeds would be summoned to carry the adventurers to their destination. The group retires for the evening, as they will be setting out at first light.
GM Notes: Later on in Cynalon Knights #12 Argent 2 recaps this mission. Her tale had similarities to the tale of the Swords of Cynalon rescuing the baby Crown Prince over fifty years ago. The Cult of the Blackflame was involved in that. The whole point of the Blackflame game was to locate the cults base, namely Baltron's Beacon. Nightmist retold the Swords of Cynalon story to Sherwood and when Argent started to tell a very similar story he made the connection.
The threat of the Cult of the Blackflame has been a background plot for much of the game since the restart. Occasionally it has come to the forefront, such as at the start of New Frontiers and then again in Blackflame. But it seems that there were more important things going on and it moved back into the shadows once more. This will be addressed again in future speculation for New Frontiers as something found there will greatly impact the current civil war.
Speaking of the Cynalon Civil War, this is the day it actually started. Lady Penhaligon began her ride towards Elcadan to alert the real king today. It wasn't revealed to the players until much later.
(Hammerfall) After breakfast, the dwarves break camp and prepare to continue on from the apartment block. Their destination is the lone estate on the edge of Rockhaven. Strangely dressed gray skinned human guards were spotted there the day before. The scouts move along side of the main house, while others are held in reserve. Grondar, Oran and Senoia approach the front door. One of the gray skinned humans calls out to the dwarves. “I am Xavier,” he states in a deep, servile voice. “May I inquire who as come to call upon Madame?” (HF#17)
GM Notes: And that's where Hammerfall ended. What follows is speculation on how those events could have played out with some input from the players. A full write up will be posted in the Hammerfall folder, while a brief recap here.
(Borderlands) Argent 2 and Thorvid attend a gathering at the Marksend Inn hosted by the Archmage Sorvani to go over the new mission. Most of the group from the previous adventure to the ruins of Demara's Castle are present. The sole exception is Tevra, the lightning mage. In addition to Kayla Caladon, Mara Korvin and Dallar there are two others. One is a dwarven warrior by the name of Halvor and Burant. Argent met Burant before back when she tried to apprentice herself to Lord Sharadin. They had flirted and even kissed before, but nothing more could come of it at that time. The two talk briefly, but neither could say what they really wanted to given the hulking presence of Thorvid.
Sorvani breaks down the new mission. The target is a small keep just south of Elcadan, but north of the Great Swamp. Those who travel the river are familiar with seeing a glowing beacon far inland that is believed to originate from this keep. There was no guarantee of treasure or rewards, but giving the suspected magical nature of the beacon there could be. History told the tale of Lord Baltron who purchased the land cheaply hundreds of years ago. While not part of the great swamp itself, the area was mostly marsh. Lord Baltron planned to dam the waters that created the marsh and build his home there. Significant farm land would also be created in the process. The plan failed due to the hundreds of lizard men that called the same area their home. The lizard men laid siege to the fortress and killed Lord Baltron and his family. What remained of the fortress had been used as a lair for bandits and monsters ever since. Now it was the source of this strange beacon which had only appeared recently. The fortress was now being called Baltron's Beacon.
The plan is to take a riverboat going south first thing in the morning. It was estimated that the morning after that, the riverboat would be at its closest point to Baltron's Beacon. From there Phantom Steeds would be summoned to carry the adventurers to their destination. The group retires for the evening, as they will be setting out at first light.
GM Notes: Later on in Cynalon Knights #12 Argent 2 recaps this mission. Her tale had similarities to the tale of the Swords of Cynalon rescuing the baby Crown Prince over fifty years ago. The Cult of the Blackflame was involved in that. The whole point of the Blackflame game was to locate the cults base, namely Baltron's Beacon. Nightmist retold the Swords of Cynalon story to Sherwood and when Argent started to tell a very similar story he made the connection.
The threat of the Cult of the Blackflame has been a background plot for much of the game since the restart. Occasionally it has come to the forefront, such as at the start of New Frontiers and then again in Blackflame. But it seems that there were more important things going on and it moved back into the shadows once more. This will be addressed again in future speculation for New Frontiers as something found there will greatly impact the current civil war.
Speaking of the Cynalon Civil War, this is the day it actually started. Lady Penhaligon began her ride towards Elcadan to alert the real king today. It wasn't revealed to the players until much later.
(Hammerfall) After breakfast, the dwarves break camp and prepare to continue on from the apartment block. Their destination is the lone estate on the edge of Rockhaven. Strangely dressed gray skinned human guards were spotted there the day before. The scouts move along side of the main house, while others are held in reserve. Grondar, Oran and Senoia approach the front door. One of the gray skinned humans calls out to the dwarves. “I am Xavier,” he states in a deep, servile voice. “May I inquire who as come to call upon Madame?” (HF#17)
GM Notes: And that's where Hammerfall ended. What follows is speculation on how those events could have played out with some input from the players. A full write up will be posted in the Hammerfall folder, while a brief recap here.
Try it and find out!