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AERUNEDAR: The Curse of Hathos

Thanks for reading, Madriel...there'll be another update just after March 2nd: episode VII, "Serpents in Dark Water." Glad you're enjoying it!

[OT: Although I couldn't stay up for the whole game last night, the Canadian hockey team has advanced to the quarterfinals! Go Canada!]
 

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Episode VII: Serpents in Dark Water

Characters: Bronn Spellforger (shield dwarf male Wiz5); Caramip (gnome female Brd4); Corwyn Black (human male Ftr5); Daziel (human female Clr5–Selûne); Roman Gemlee (gold elf male Ftr4); Saeita Neví (wild elf female Mnk5); Van Dyksun (human male Rgr3/Rog2); Velm Trueforger (shield dwarf male Ftr4/Clr1–Clangeddin).

*Excerpted from Volume 3 of Aerunedar: The Rise, Fall and Reconquest of the City of Gold, by Jungoth Eddletarry of Waymoot, added to the library at Candlekeep in 1423 DR, the Year of the Thundering Hosts:

Chapter Seven: The Battle of Arglarllur Bridge.

If one must look back across the years to find the moment that defined what the Company of the Wolf (or Company of the Coin, if the villagers of Eveningstar are to be believed) would become, the curious student of Aerunedar’s tattered history should look no further than the 18th of Eleint, in the Year of Wild Magic (1372 DR). On this day the members of Wolf Company were to rise above the petty squabbles that had plagued them, and face overwhelming odds. No name for the bridge upon which they made their stand could be more appropriate that Arglarllur.[&sup1]

After the bloody skirmish with the Scarlet Flame, the clash with Zhentarim wizard Faraugar “Leatherboots,” and the discovery of Hathos’ Drum and the dessicated corpse of Shieldcoil, Wolf Company found their food supplies running low. They foraged for mushrooms outside the Tombs and discussed their options.

But within the tombs, a strange discovery had been made: two goodly-sized boulders of rose quartz with hazy forms trapped at the center. Velm Trueforger and Corwyn Black set to work dismantling them, hoping that their contents would be akin to the gem that held Sir Temuel Khiv in the past month; in short, they once again hoped to resurrect the history of Aerunedar in the hope that it could aid them.[&sup2] It did.

The quartz yielded the gnomish bard Caramip, and the gold elf warrior Roman Gemlee, both of whom the attentive Reader will recall from previous episodes in this very History[&sup3]. For nearly two hundred years they had slumbered in Shieldcoil’s spellmade prisons, only now emerging to find Aerunedar long fallen. On the plus side, the longevity of their respective races insured that some of their family members still lived to welcome them home.

Their recollections served to correct a few legendary errors; in short, the Company of the Wolf came to understand that Hathos was no hero to the dwarves of Clan Darkfell–indeed, he had been exiled years earlier[4]–and that the mysterious “Flamecoil” trapped in the fungus forest’s tower was none other than Ruathgrym himself: the Corpsecoil.

Resolute that the bones of Shieldcoil should not be returned to “Flamecoil,” the Company set out for their appointment with destiny at the Arglarllur Bridge. It is known that they traveled close to, but not beside, the riverbank, due to the fears of Van Dyksun that the naga would return and pelt them with its Art. “In truth, it terrified me,” wrote young Van of the naga, “in my dreams and waking hours I often wished it dead. It [was] without a doubt the most frightening abomination I [had] encountered in my young life.”[5]

Before long Wolf Company found themselves surrounded by the ambulatory fungi of the forest: this time they came as a veritable mob of toadstools and mushrooms which encircled them stealthily and released a dusty cloud of spores. Most of the Company managed to hold their breath, but Caramip and Daziel did not: and so found themselves in mental rapport with the two-foot tall mushroom men.

“We mean you no harm,” said the voices in Cara’s mind. “We bid you welcome,” said the myconids, “battlers of the Consumer. Strugglers against the Despoiler.” Young Van Dyksun was quick to realize that they spoke of the black ooze, the horror that so easily devoured all fungus in its path, leaving clean stone in its wake.[6] Though their weapons were readied and all they needed was a single word to launch an attack, the Company managed to quell their bellicose urges and trust the mushroom men. ‘Twas a wise and lucky choice, for of all the underdark’s denizens, none are more peaceful and philosophical than the Myconids.

Before long they found themselves guests in the court of King Amanita, a toadstool who towered 20 feet above them, surrounded by the many Myconids whom he referred to as his children. “Welcome you are,” said the King, “partake of potables and comestibles as we talk.” Only the gnome Cara was happy to find squirming grubs on the menu, but the others were satisfied with edible fungus and a thick drink that Velm claimed “tasted just like mead.”[7]

In the course of their discussion with King Amanita, they were told of the Myconids’ long alliance with Glamerdrung and the dwarves of Clan Darkfell. Indeed, their tenantship of the Great Cavern predated the dwarves, but they were only too happy to share their domain with the others who arrived later.[8] In addition, it became clear that while Hathos had been exiled to the tower in the fungus forest before Aerunedar was invaded, he later managed to escape and trap Ruathgrym in his stead.[9]

The reverie was short-lived. An intruder approached. Myconids scattered in all directions, and after bestowing the boon of eight magic mushrooms upon the Company, King Amanita commanded them to flee.

Their flight was for naught. The pursuer caught up to them in the forest farther on, and they found it was none other that Ruathgrym’s golem, whom he called Corpus. No one ever accused the Corpsecoil of being especially creative. In any case, the shambling hulk of sewn-together appendages and flesh angled directly toward Van Dyksun and set in to clubbing the young ranger with its powerful arms, desperate to retrieve the bag which held Shieldcoil’s dry bones.

The battle was short and decisive, with the Wolf Company’s victory mostly attributable to the sure and powerful strikes of Steelwind, the blade wielded by Roman Gemlee.

Further along the river, Wolf Company found themselves at the foot of the Great Pillar of Iolar, which is carved into the titanic likeness of Aerunedar's first king, holding aloft the ceiling of the great cavern. With spells of levitation, Bronn made his way upward to inspect the pillar. The inside seemed to be hollow, and within he could hear voices arguing in Undercommon over whether to explore the ruins or bide their time. Though their names seemed to be "Nimira" and "Snurrevin," the actual identity of the mysterious debaters would remain a mystery, as Bronn decided to descend to the Company once more.

Now the Company made haste toward the bridge. On the way they met the mysterious prisoner of the Scarlet Flame, who now identified herself as Zandris Winter, daughter of Lady Tessaril Winter of Eveningstar. The details of this conversation, sadly, are lost to history. Both Van Dyksun and Velm Trueforger make passing mention of it in their respective journals, and the traveling spellbook of Bronn Spellforger which survives at Candlekeep notes, “Winter family: Traitors!!!” in the Spellforger’s customarily trenchant style.[10]

In any case, the Company of the Wolf came to Arglarllur Bridge expecting a row, and they were not disappointed.

Reconnaissance by Saeita Neví revealed that there were indeed more troglodytes waiting atop the far gatehouse, and that the portcullis–formerly open–was now securely closed. They advanced slowly, cloaked and nervous.

As they came within range, the trogs sprang up and sent down a hail of javelins. The shaman who led them loosed a spell that halted Corwyn Black in his tracks. And sticky webs burst over the group, trapping Daziel and Roman securely while forcing the rest of the party forward: it was clear now that they were trapped. Daziel called upon the Power of Selûne–a sword of moonlight that sprung from her hand–and used it to cut her way free.

At the shaman’s command, the troglodytes blew long sounding notes on chitinous horns–tones that carried off into the darkness of the cavern.

Things went from bad to worse: the naga rose out of the river to throw spells onto the bridge-bound Wolf Company, and although Bronn Spellforger entangled the gatehouse with answering webs of his own, it was apparent to all that they were in dire straits.

It was Saeita Neví who led the climb onto the gatehouse under the hail of javelins and spells, and Van Dyksun and Bronn Spellforger who followed. Cara and Roman’s climbing attempts landed them in the dark water of the river, where the naga dove in to attack the helpless pair.

Atop the gatehouse, Van wondered desperately what his sword could do to help. “I wanted it to have some effect on these lizards,” wrote Van, “and I wondered what the runes along the blade meant, and for a moment my mind just focused on the sword. ‘What is your wish?’ said a metallic voice in my head. And of course I just wanted that foul naga to be dead. ‘WISH,’ it told me, and so I said out loud, ‘I wish the naga was dead.’ If only I'd said 'Nightscale.'”[11]

In the river, as Roman was about to be pulled under, there came a flare of light. The singed and dead coils of the naga floated to the surface and slid downstream–dead.

Bronn loosed a stroke of lightning that slew all troglodytes except for the shaman, whom Daziel killed with a well-placed crossbow bolt from below. Though they were sorely wounded, the tide had begun to turn.

Velm and Corwyn took up positions on either side of the portcullis, weapons ready, as Bronn yelled from above in his best Draconic imitation, “We are raising the gate! Forward and attack!” The ruse worked. The throng of troglodytes waiting to rush through and stamp out remaining resistance found only the axe of Velm and Corwyn’s hammer, and they were dispatched with brutal speed.

Silence fell.

Daziel moved forward to heal Corwyn, and Bronn leaned out over the battlements to yell, “Everyone into the tower!” Everything slowed as a serpentine neck covered with black scales, a skull-like reptilian head festooned with spurs and spikes of bone, rose up out of the river and loosed a smoking blast of acid from its maw over Corwyn, Daziel and Velm. It was Nightscale herself, answering the summons of the horns.

"Run!" shouted Bronn. All fled into the tower. From the vantage point of a second-story arrow slit, Saeita warned them that reinforcements were approaching from the direction of the ruins: ten more troglodytes led by a hideous snake-man.

Though they readied themselves to meet the onslaught, the Company was unprepared for the breath of Nightscale. The wyrm landed atop the gatehouse and spewed acid into the tower again and again, as below the door burst open in splinters and admitted the serpentine phalanx.

But the serpents' mistake was to mount the staircase en masse. Bronn Spellforger’s voice formed the bass syllables of a mystical incantation, and a deep thrumming rose in the stairs, followed by a sharp cracking of rock. The stairs fell inward in a cloud of dust, and all but one of the troglodytes were slain instantly. Only the abomination–an eight-foot tall snake wielding a falchion in one of its scaly human arms–remained to fight them.

As the snake-thing let out a dying hiss and collapsed in a bloody coil, yet another blast of acidic breath plumed into the tower. This time Daziel folded to the floor. Corwyn staggered back, terribly wounded. Enraged and screaming, “By Clangeddin’s furious axes!” Velm rushed out onto the battlements to face Nightscale.

“I don’t know what came over me,” Velm later wrote in his journal, “I was terribly injured and exhausted. But when I saw Daziel fall, the idea that this wyrm thought of us as her playthings just filled me with such wrath as I have never felt before. I wanted to bury my axe in her skull.”[12]

Cara had crept to the roof of the tower on stealthy gnome feet, to see for herself what had become of the dragon. As she peeked her head out, she saw the beast from behind, perched on the battlements like a cat about to pounce, its black serpentine tail twitching back and forth in almost feline anticipation. She gasped to see that it was nearly forty feet long, from head to the tip of its tail. And before she could call out, Nightscale plunged downward.

“At first I was surprised to see nothing when I emerged,” wrote Velm. “And as I realized my mistake, the shadow covered me, and doom descended. It was, without a doubt, the luckiest moment of my life. That wyrm had me dead to rights. But I felt her hot stinking breath on my neck as her jaws snapped shut on air; I felt a terrible wind as her claws swept past my back; and then I was slapped silly by the buffeting of her black wings. It was all I could do to disengage and stagger back into the tower. ‘Don’t go out there,’ I warned.”[13]

Bronn looked out in time to see the wyrm soaring away, doing a wingover into the darkness. He ran out onto the battlements and shouted into the shadowy deeps, “This isn’t over!!

But for one, it was. Corwyn and Saeita stood up slowly from Daziel's unmoving, acid-scarred form. "She's dead," said Corwyn, and a tear slipped from his eye.

Notes:

1. From the Dethek, lit. “Butcher River.” Sometimes translated as “River of Slaughters.”
2. See A History of Starwater Gorge, by Ummatin Tencloak.
3. See Volume Two, The Fall of the City of Gold, pp. 789-825.
4. Ibid., pp.221-365.
5. Dyksun, Van. The Woodland Journal of Van Dyksun, p. 62.
6. Ibid., p. 70.
7. Trueforger, Velm. My Story, p. 24.
8. See Volume One, The Rise of the City of Gold, pp. 14-23.
9. See Volume Two, The Fall of the City of Gold, pp. 445, 523-545.
10. Spellforger, Bronn. Bronn’s Book of War, p. 73.
11. Dyksun, Van. The Woodland Journal of Van Dyksun, p. 63.
12. Trueforger, Velm. My Story, p. 35.
13. Ibid.
 
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Great stuff, Tom--even if I did take part in it. (-:

Damn, Van should have said, "I wish Nightscale dead." That's the trouble with being 17--you do things much too quickly at that age.

Also, Van is Rng3/Rog2, not Rng4/Rog1 as you have above.
 

Heh...I didn't think of that. It would have changed quite a bit.

Certainly would have changed the way the next session is going to start...mwua ha aha ahahahhahahahahahhahahahahaaa!!!
 

Love the narrative, Tom. I like especially the last post--sort of in the form of the historical treatise compelete with references. It's great to see the different perspectives also.

Please don't make us wait so long for posts (like I do...:eek: !)
 

Awesome story, Tom. 50 years in the future! Very cool.

Broccli_Head said:
Please don't make us wait so long for posts (like I do...:eek: !)

As Tom could tell you, the reason we wait so long for posts is because we only play once a month. It was the only way we could play D&D and maintain our relationships with our wives/girlfriends. :)

Van: You shouldn't have wished Nightscale dead. If you had, we wouldn't be able to fight a black dragon!!! Kill! Kill!
 



Episode VIII: The Trials of Enthandas

Characters: Bronn Spellforger (shield dwarf male Wiz5); Caramip Murnig (gnome female Brd4); Roman Gemalee (gold elf male Ftr4); Saeita Neví (wild elf female Mnk5); Van Dyksun (human male Rgr4/Rog1); Velm Trueforger (shield dwarf male Ftr4/Clr1–Clangeddin).

NIGHTSCALE:

The puling cry of the maggot reaches my ears: This isn’t over!

You may be assured that it is not, insect. The chill subterranean air lofts beneath my wings as I swing back toward the crumbling towers at the far end of the bridge.

There: the tiny gnome ducks into the staircase as I approach, a dark shape in shadows, a doom floating on air, a spectre of death personified. These fools do not realize what easy prey they are. When will Zandris show herself?

I land atop the bridge, breathing downward, showering the worm (a dwarf who fancies himself a wizard—what a joke!) with scouring acid. His magic protects him—for now—and he ducks to safety.

I hear them within, shouting that they must flee. I smell the fear sweat, hear the moans of absolute terror…they are mine.

ZANDRIS WINTER:

Ah, Nightscale...she is beautiful…spurs of bone and glistening black scales.

Nightscale, coiled atop the far tower, striking the fear of the serpent into these heretics who style themselves “Wolf Company.” They will be slaves of Yss-Fara, fodder for Ooltugula’s experiments, prey of the Coil, food for Meerschaulk the Coiled God.

“Give us the skull!” I shout. The time is at hand, for me to take what we have desired for so long…the srtifact spoken of in the ancient riddles of Clan Darkfell: Hathos’ Skull. “I know you have the remains of the Exile…you brought them from behind the waterfall. Surrender them and you shall live. It is all you need to do, really quite an easy thing.” I use the Voice of the Serpent, but it fails to persuade.

One of them—the cowardly fighter called Corwyn Black—tries to flee. I change him into an asp with a wave of my hand. Crawl on your belly in the dust, as you deserve. Tempus cannot help you now.

They pour out of the tower like ants from a sinking log. They run away toward the ruins of Aerunedar.

And I hear the sound of our Lord approaching, he whose veins hold the blood of dragons, the beat of the drums and the chant of the troglodytes: Yss-fara, Yss-fara, Yss-fara…

“The skull of Hathos,” I insist. “Give it to me and your lives will be spared…for now.”

“Come get it,” says a wavering voice from within. It sounds like the young white-haired ranger, Van Dyksun.

“No tricks,” I say.

A canvas sack, bones rattling within, is tossed to me. I look inside.

I smile. It is the skull.

“Await us at the ziggurat,” I tell Nightscale, and she flies away toward the monument. I gaze in the direction of the fleeing Wolf Company. The fools—they will find nothing but death in those ruins.

***
An Excerpt from Bronn’s Spellbook of War

Eleint 18

The war continues. Today I faced down a black dragon and survived. I won’t go into detail about our disaster at the gatehouse after our tremendous victory on the Arglarllur bridge, but once that dragon landed and her dragonfear took the
weak-willed of us (note: research developing anti-dragonfear spell) and Zandris Winter showed her ugly face and demanded “Hathos’ Skull” (Winter family: Traitors!!!), we decided that retreat was our best option.

Luckily I was protected from the dragon’s breath by the Art, and I was able to take gaseous form. Floating away to join the others, I was surprised to see Van Dyksun, our ranger, cleverly giving Winter the bag of the Shieldcoil’s bones! What a wonderful ruse! Only later did I discover that his cleverness was unintentional (fairly typical for my band).

Still, I would love to be there when she tries to use his "skull" to get through the traps at Moradin’s Fane. Hah!

But I was dismayed that the idiot warrior of Tempus was turned into a snake, only minutes after Daziel fell. I certainly won’t miss either of them much, but they were good soldiers. They fought on till the end: and beyond, since it was Daziel’s ghost who led us to the safety of Haela Brightaxe’s shrine. I will rest now and prepare spells soon. (Note: could Combust be used against the dragon? I would love to see it burn. Check Hawksbreath’s notes under Flaming Sphere for possible insights.)

Eleint 19

After resting, we were attacked by a huge umber hulk. Luckily, our battle was aided by a svirfneblin (calling himself Hnaef), who has now joined my party–which is better than another dwarf, I suppose. Truth told, my cousin’s scorn is about all I can handle now. Tomorrow, we move.

Eleint 20

Van Dyksun is dead. Rended by a troll. Before I could consider grieving, his ghostly visage appeared. Aerunedar lets no one escape, even the dead. Mystra give me strength to continue the fight! (note: the Troll’s regenerative capabilities were very impressive, a lesser version may be possible under the necromantic sphere. Research later). We’ve decided to stay here for three nights and two days–until everyone regains their strength.

Eleint 24

Today we made for the Lunar Speculum. First, we battled hideous beasts with human bodies and snakes attached to their heads. Shatterfloor was effective against them, but the ranger’s ghost helped us greatly. Roman’s nimble battle tactic of springing, attacking, and springing back angered Velm, who was left alone to face the enemies’ attacks. Heh. Velm’s love for battle won’t let him stay angry for long.

We passed Iolar’s huge statue, and found a way in through the foot. We must investigate that later. One day, there may be a statue of me in its place. Mystra knows what the war will bring?

The Lunar Speculum. I admire the powerful magics used here to attempt to destroy the moon goddess’ power. A gigantic crater scars the land, leaving only the ruined temple at its center–hanging in midair, a strong yet invisible foundation of godly Power holding it aloft. (note: good design for my own stronghold!) It was lit by a strange light standing at its center. We climbed a rope and grapnel into the temple nave.

Inside, a shaft of moonlight shone down from the Speculum itself onto this section of the temple floor. Trusting in his goddess, Van Dyksun stepped through. The rest of us followed.

We were transported to a large chamber stewn with the bodies of goblins, serpent-like creatures, and even an illithid! (Note: I took a small sample from the illithid corpse for later study. I don’t think the others noticed.) As expected in Aerunedar, there was another ghost there. (I’m beginning to hate this place). He is the Seneschal–the ghost of the High Priest of the Speculum. It was he who destroyed these creatures who tried to enter the
chambers beyond (which made me look twice at the ghostly visage of our ranger!).

He invited us to try to get Enthandas (the ring that Daziel spoke of) within, but there would be seven tests to pass. He also told us some history of this place, and of Shelmroun–the other ring that was taken by servants of the Coil. (Note: these rings appear to be powerful artifacts to Selune. Avoid the temptation to put them on).

Our first challenge was a triple path leading to three doors (Earth, Stars, and Moon) inscribed with the following:

Choose ye a path, all lead to the goal,
but heed ye three warnings that ye are now told:
Follow the foot’s path and be saved by sky’s breath.
Take the shining path with night’s arsenal at hand.
Walk the way of the Goddess and face the storm’s tongue.


We decided that the earth’s path would involve us flying or require a whirlwind, the moon’s path would involve lightning, and the star’s path would involve light. Light seemed the best choice, which lead us into a room of seven celestial balls of light which were easily dispatched with our magic weapons. (Note: A darkness spell would have been useful here. Consider learning Blacklight spell at next opportunity). Sadly, the door locked behind us, and after passing the next room, a huge stone slab blocked our way. Forward was our only path.

The next room led into a large stone table with two ornate chairs. On the far wall were three paintings. Carved into the top of the table was the following:

I often have leaves, though I’m not a tree,
Sharp knives all around, I never do flee,
For though I’m often surrounded, I never feel fear,
And a good turn in time, makes treasure appear.


We decided that turning the table would bring us one item from one painting. We voted and chose to get the scroll–which was maddeningly blank! (Only later did I discover it was a moonscroll with the power to be scribed with spells and reused over and over again.)

The next room was huge with a large statue of a griffin upon a stone pedestal. Inlaid upon the pedestal in silver letters is the verse:

Relaxed I sit upon my perch
Till suddenly I give a lurch
And off I speed on wing-tips three
Before my prey can think to flee.
I make its flesh and tendons part
And claw my way into its heart.

Now only kin can set me free
So strike the cube with one of me.


We deduced that an arrow needed to be shot at the "cube," but where was it? Only the ghostly ranger could find the keystone in the ceiling, which solved this riddle. We were granted some magic arrows inside the griffin’s mouth. Good, we will need them.

The next area was disturbing. After feeling uneasy, we deduced this was an area of dead magic. My spells would be useless here. My wits and my blade would have to do. A long plinth of stone stood in the midst of bubbling mud. As soon as we set foot on the bridge, a huge slab of granite began sliding down at the other end of the bridge. We ran for it–only to be dragged into the mud by sticky tentacles. Eventually, it was Van’s ghostly telekinetic powers that dragged us from the mud (note: this spell may be useful when I reach the fifth circle of spells). And strength granted to my cousin from Clangeddin kept the door open long enough for most of us to get through. Sadly, my cousin and Hnaef were left behind.

The next door had no latch, lock or handle and it bore the following riddle:

Housed in crumbling temple, unseen by the eye,
Eternal and breathless, never to die.
It is said that I’m lost if your life’s goal is greed,
Treasures that you hoarde–I will never need.


It was the quiet, fearful bard who spoke the true answer: "your soul," which opened the portal. Perhaps she will make a good soldier after all.

We still had the seventh challenge left, and the last room opened into a treasure vault filled with tall stone shelves holding many tomes, small coffers, scrolls, potion vials, and other items. At the end of the room, was another moonlight portal. The items would do us well in the upcoming war, but the ranger felt that greed was the final test. He moved to investigate the moonlight beam and disappeared. The fearful bard soon followed, leaving the two elves and myself in the room. With our "conscience" gone, we decided to investigate the items.

Roman went first to look at the magical bracers. I remembered my uncle telling me how elves can strip the magic from items just by touching them. Hogwash, but what if the ranger was right? As Roman touched the bracers, a low keening cry rose from the elf’s chest, and I feared some fell magic might be slaying him. When Roman’s shout reached a crescendo (I was fumbling for spell components) it turned into a cry of glee. "These bracers are excellent!" Roman shouted. All was well and we swept the room clean of its treasure.

We joined the others in first room with the Seneschal. Luckily one of the scrolls we found was for raising the dead, and the Seneschal himself performed the spell on our ranger, who proceeded to give me a tongue lashing for my "greed." (Funny how useful he was when he was dead).

We also found a scroll with powerful arcane magics, which we were forced to use to rescue Velm and Hnaef from within the chambers. It could not be helped.

The items we found were touched by Selune herself and radiate power–the gods are powerful beings deserving of our respect. Although the ranger is a fool, he has a good heart and is certainly skillful. This describes most of the others in my band. The ranger and my cousin sought Aerunedar at the will of their deities, Saeita seeks only physical perfection, Caramip seems to want to flee from here as quickly as possible, and Roman seeks glory and riches.

We must free Aerunedar from this curse. This place holds the secrets of dwarven magic. Ages past, dwarven battle prowess worked side by side with arcane and divine magics. With Mystra’s help, this age will live again.

Lady Mystra, thank you for granting me access to the Weave. But the more knowledge I gain, and the more power I accumulate, the clearer the mysteries of the Weave become to me, and the closer I get to my goal. I regret that I was forced to leave behind the dwarven gods when I left Thunderstone. But I had no choice. I know that one day, there will exist a dwarven god of magic on the pantheon of the dwarven gods–and his name will be Bronn. (Note: consider changing name once godhood is achieved).

Now–we rest in the stone cavern guarded by the Seneschal. There is still one Trial awaiting us, the seventh, and the Seneschal says it is different for everyone. Indeed–I say bring it, and I will lay low whatever is brought.

(Thanks to "Bronn" for supplying his journal...)
 
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Looking forward to seeing you flesh this out into a real story (go Rangers!).

Just a reminder--Van's Rng3/Rog2 (temp. Ghost). For at least another session. :confused:
 

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