Bloodlines/Unchained/Wedding Bells (Dungeon)

Silver Moon

Adventurer
Chapter Eleven, “Return of the Sinister Six” (Amazing Spiderman #334-339)

Alton, Cassie, Narg, Mojo and Timothy materialize along a stretch of sandy marshlands near the sea. They notice that Blink is no longer with them and that the Tallus device is now on Cassie’s wrist. Also present with them is the muscular X-Man named Hank McCoy also known as The Beast. Mojo exclaims, “How did we lose her? This is her mission, not ours!”
McCoy looks around and says “What just happened? We had just won at the Hellfire Club and now we’re who knows where?”

Cassie turns to McCoy, taking in his physical bulk, and asks, “Who exactly are you, what do you do and how much do you eat?” Alton says, “With that build I’d say he’s half-dwarf and half-hill-giant. That must have been some wild night for his parents.” Mojo says, “With all the hot chicks in tight clothing we’ve run into on this mission why did we wind up with this guy instead of one of them?”

McCoy gives a quick background of himself, how he was a high school football star until his mutant ability manifested itself. He describes his powers as strength and agility, also mentioning his intellect. Cassie says, “Okay, you sound useful, you can stay.” They sort through the bag of holding to see what they might have for him as far as weapons are concerned, him deciding upon the Wrecker’s Crowbar (an excellent choice, given that it is an Asgardian artifact on par with Thor’s hammer).

[DM’s Note – The Marvel Character change was due to the presence of a new player, who had played Clarese in the previous game but had also indicated that Hank McCoy was his favorite Marvel Character, so I decided to accommodate him.]

Looking around, they see that sandbar, marsh and sea comprise most of the surroudnings but around a mile away is some sort of industrial complex with a large metal tower, so they start heading in that direction. When they are around a half-mile away they make out several buildings and blacktop lot that has in its center metal elevator alongside an airplane-like vehicle pointed vertically up. Narg comments, “Hey, that looks like Vaughn’s space ship” (a space shuttle, seen in Module #34, “Fall of the Black Sun Gods” and Module #73 “The K-Mart Caper”).

Cassie reads aloud the Tallus, which says “Help Spiderman Defeat the Sinister Six”. Cassie exclaims, “Spider-man? Is it a drider? Are we supposed to fight Lolth?” Narg interjects, “Maybe it’s a humanoid spider, like those Chag creatures we fought.” Hank McCoy says, “I have no idea what you’re talking about but Spiderman is a hero from my world. He was bitten by a radioactive spider and gained supper powers of exceptional strength and being able to climb walls.”

“Who are the Sinister Six?” Cassie asks. McCoy replies, “A group of Spiderman’s villains, if memory serves they were led by the Green Goblin.” Narg says, “No problem, we’ve killed lots of green goblins before, they’re wimps.” McCoy states, “This Green Goblin was pretty powerful, he was a villain who flew on a magical platform and threw bombs. But he’s dead now.” “Who were the others?” Cassie asks. McCoy says, “Mysterio, who casts illusions, Sandman, whose body can turn to sand, Kraven, a strong hunter, Vulture, a man with mechanical wings, and Doctor Octopus….” Mojo quips, “Let me guess, a humanoid squid?” McCoy says, “Close, he is an inventor with a body suit that has six mechanical arms.”

Narg says, “Sounds easy enough, six of us, six of them, and most of them just seem to be regular guys with gimmicks.” “Yeah, like we don’t? What do you call out magical items?” Mojo asks. Alton says, “We also have me and Cassie to cast spells.” Cassie says, “They have a spellcaster too, that Mysterio guy.” Narg comments, “Only if you count illusionists as spell casters.”

As they get closer they see several metal bleachers a distance off filled with people. The buildings have signs reading “Trask Industries”. At they near McCoy says, “It looks like we’ve gotten here in time for a shuttle launch, that’s what that crowd is gathered to watch.” They reach the spaceport. Timothy notices a countdown clock and comments “Where should we go?” Mojo jestures to the two fuel tanks attached to the shuttle and says “Why don’t you go stand right there.”

A countdown clock is ticking down from ten minutes when a pair of individuals fly in who Hank McCoy identifies as the Vulture and the Hobgoblin. “I thought you said that Goblin was dead?” Alton states. McCoy says, “Green Goblin is, that’s his replacement.” The goblin begins to shower the airfield with pumplin grenades pulled from his satchel. “Should I throw Magic Missiles?” Cassie asks. “Hold on, there’s another one, get all three,” Mojo states. “No,” yells out Hank, looking at the blue and red costumed figure swinging out from the bleachers, “That’s Spiderman, he’s on our side.”

A tank-like device then crashes through the chain-length fence at the far end of the field and drives towards the rocket. The hatch atop the tank burst open and out pop Mysterio, Doctor Octopus, Sandman and Kraven. Octopus is apparently their leader and says something about getting to the shuttle.

The New Exiles and Spiderman charge onto the scene, Cassie targeting Mysterio with a Dispel Magic, Alton casting a Create Water over Sandman, Mojo tossing his hammer up into Hobgoblin, Blink teleporting Vulture to the far end of the field, Timothy tossing a Hold Person on Kraven and Spiderman tossing webs over Doctor Octopus while Narg charges him. Spidy comments “I don’t know who you people are but thanks for the assist.” Hank McCoy bounces off of a platform and onto the Hobgoblin, causing him to fly off to the side.

Alton throws a Heat Metal on Doctor Octopus. Cassie throws Magic Missiles at Mysterio as Narg attempts to slice off one of Doctor Octopus’s tentacles, but being adamantium coated, they resist his sever. Mojo heads over from the other direction while Spidy webs Doctor Octopus’s eyes. While Mojo is distracted they each grab a tentacle and using their exceptional strength, the tentacles now starting to heat up from Alton’s spell. They hurl him away as Blink opens a portal, dropping him into the sea a mile away, as the arms begin to glow white hot and the bay fills with steam, with Octopus out of the battle for good.

By now Cassie incapacitated Mysterio, Kraven is still held now tied up by Timothy, Vulture flies back only to be downed by Mojo’s hammer. Hobgoblin eventually manages to knock Hank McCoy off of the flyer and regains control of it, turning back to the main battle.

Spiderman convinces the now reformed Sandman to switch sides, who showers Hobgoblin in sand, distracting him long enough for the others to do a combined attack, dropping him. As Blink makes introductions to Spidy the other quickly gather up assorted goodies, including the Hobgoblins flyer and pouch of pumpkin bombs. They then disappear.

Next: The Conclusion
 

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Silver Moon

Adventurer
Chapter Twelve “The Negative Zone” (An original Fantastic Four/Exiles scenario)

The group arrives on a planet with green stone boulders, star-lit skies, and exploding volcanoes in the distance. Hank McCoy says “Where are we?” Cassie interjects “From Blink’s description I would say that we have reached the Negative Zone. That’s the place where we have to rescue her team the Exiles and another group called the Fantastic Four.” Hank exclaims “The Fantastic Four!” Mojo says, “Yeah, why? Have you heard of them?”

Hank explains that the Fantastic Four are the most famous superhero team from his world. Narg says, “Okay, then who exactly are they so that we’ll recognize them when we see them?” Hank briefly explains that the blue uniforms with the circle and number four on the chest are a big giveaway. He describes the appearance and powers of the Human Torch, Thing, Invisible Woman and Mr. Fantastic. Cassie says, “Yeah, we heard about him, he’s supponsed to be some sort of genius.” Mojo sarcastically quips “Yeah, some genius, he’s outfitted his team with uniforms with great big targets on their chests.”

Cassie confirms from the Tallus that their mission is to rescue the Exiles and Fantastic Four.
They hear sounds in the distance which they follow, climbing up to a rise overlooking a rocky valley below. Within the valley are close to 200 creatures, most of whom resemble crosses between orcs and hobgoblins with several dozen others that look like crosses between ogres and bugbears. In the center is a large pink-and-green winged creature who Hank McCoy says would be Annihilus, the ruler of the Negative Zone.

Situated behind him are the nine bound prisoners, four of whom are the aforementioned Fantastic Four. Hank McCoy recognizes and names some of the Exiles, one is a member of his world’s ally New Mutants team known as Magik; another is a large blond man identified as Sabretooth who is an enemy of his New Mutant teammember Wolverine; another is Snowbird, a Canadian superhero who is a friend of Wolverine’s; the fourth he recognizes as wearing a costume that resembles a mutant known as Thunderbird, who Professor Xaviar had unsuccessfully tried to recruit for the New Mutants; he does not recognize the fifth Exile, an oriental woman in a blue dress (Psylocke).

Narg says, “Okay kids, this is how we do this. We go in as three paired group. Two of us will deal with the cannon fodder, two will take on the big cheese, and the other pair will rescue the prisoners.” Alton puts on his space armor, commenting “That leader guy has on what looks like metal armor, I could fly in and cast a Heat Metal. They break into the collection of potions with Mojo taking the last Flying potion, to accompany Alton against Annihalus. Potions of Speed are distributed to Narg and Hank McCoy for the fight against the troops. Cassie and Timothy become masked in Invisibiliity for the rescue team.

Although uncharacteristic for the Silver Moon, the plan goes reasonably close to the plan, with Narg and Hank managing to get around and past over half of the enemy troops before they get dogpiled on by the remander. Their exceptional strength then kicks in, with Narg and Hank both tossing around the orc/hobgoblin type creatues like bowling balls while slipping around any that attempt to hit them as a result of their superior speed.

Meanwhile, Mojo and Alton fly in toward Annihalus, who takes to the air himself to intercept them. Mojo flies in first and tosses his hammer while Alton casts his Heat Metal. Unfortunately for him Annihalus successfully saves, although Mojo does manage to get in three good hammer strikes. Alton decides to try the direct approach himself and flies in closer, letting loose with his armor’s laser weapons. Annihalus gets in a few good blows of his own in retrurn as well as an electrical-based attack.

Cassie and Timothy reach the shackels holding the hereos, finding them to be magical in nature. Some well placed Dispel Magic spells take care of that, at which point the heroes themselves attempt to physically break the manacles and locks, with Thunderbird, Sabertooth and the Thing having little difficulty shattering them with their strength. Snowbird transforms into a snow owl to get free of her shackels. Magik frees herself with a spell. Mr. Fantastic contracts his hands and legs to get out while the Invisible Woman uses a forcebubble to pop hers. Psylocke calls forth her psionic daggers to pick the locking mechanisms. And the Human Torch increases the temperature on his wrists and ankles until they melt.

With fifteen heroes now all engaged in battle the monster army is quickly defeated, with Annihalhus being knocked unconscious. Mr. Fantastic stops Mojo from killing the enemy, to which Mojo makes some snide remarks about hating to work with pacifists. Mr. Fantastic makes some adjustments to the Tallus device to send the Silver Moon back to their world and then return the Tallus back to the Negative Zone so that the Exiles can move on.

The party rematerialize back in Ki-Geloryn’s castle in Gelorynth, the five Silver Moon members surprised to see that Hank McCoy was transported with them. The Tallus then vanishes from Cassie’s forearm. Cassie looks towards Hank and says, “Welcome to our world.” Mojo adds “It’s a silly place”. Alton says “I’m a transplant from another world too. I’lll summarize this for you. Magic here is real, superheroes are not.”

Hank decides to make the best of being stranded on this new world and is welcomed by the Silver Moon to join their band of Adventurers. The Silver Moon decide to keep the unused potions in return for letting Derieki keep the magical jewel. A big party is held.

End of Module.
 

Silver Moon

Adventurer
Module #139

Module #139 was played as a merged Adventure Path, tying together three Dungeon Magazine modules and set on the character’s continent in the Cantage Lordholding at the rural town of Hunterdon.

Source Material: “Bloodlines” by Luke Johnson from Dungeon Magazine #94; “Unchained” by Bruce Norman from Dungeon Magazine #22; and “Wedding Bells” by Jonathan Tweet from Dungeon Magazine #89; other wilderness encounters taken from the TSR Module GA03 “Tales of Enchantment”.


Playing Characters:

Ailsheir, male 3rd level drow elf archer-ranger.
Chaotic Neutral with Good tendencies. Originally worked for Lolth. Encountered and joined the Silver Moon Adventurers the previous year after his evil was removed by the demigod Finder Wyvernspur. Unlike most drow, he has dark hair and is not adversely affected by sunlight. His origin detailed in Chapters 80 & 89 of the "Chinese Take-out" Story Hour. While he is no longer evil, he still makes an occasional offhand remark that alludes to his drow upbringing, and what was considered to be appropriate behavior in that setting. He has been with the Silver Moon for two years.

Aradyn, 8th level elf archer-ranger
Chaotic Good. Is a no-nonsense archer and is quite proud of his elvan heritage. He has been with the Silver Moon for 13 years, and is the boyfriend of Cassie-Andra. He has a pegasus which he rides to get around the Island. His favorite expression is “What transpires here.”

Cassie-Andra, female 10th /8th level* half-elf wizard/cleric.
Lawful Good. She is a fanatic about reading, learning and spell casting. She has wonderful surgery skills, dissecting most monsters that the party kills to harvest components for spells and magic items. She has been with the Silver Moon Adventurers for 13 years. She is their most powerful spell caster, being both a formidable wizard and a cleric of the God of Knowledge and Time. She is the girlfriend of the elvan archer Aradyn. Cassie has an owl familiar named Deanna, and a pet wyvern named Maynard. *Her key magic item is the Crown of Might, the powers of which include increasing each of her ability levels (her actual levels each being one lower than stated above) and the crown will also throw massive fireballs twice daily.

Hank McCoy, male 2nd level fighter/rogue
Lawful Good. Hank was a superhero from the planet Earth where he belonged to a team known as the X-Men and went by the code name “Beast”. He is a mutant whose gorilla-like physical body gives him strength and agaility superior to an average person. He also has a superb mind. He joined the Silver Moon Adventurers on their previous mission (Module #138) where they ventured to his world and rescued him and his teammates from a group of villains. When a magical device teleported these adventurers back to their own world Hank was brought along for the ride. He has been trying to make the most of his new adopted world. His primary weapon is a magical crowbar, a Norse artifact previously weilded by the villain known as the Wrecker.

Lannon, male 11th level dwarf rogue.
Neutral Good. He has a troubled soul, being the only survivor of an orc massacre. With a low strength, he took up the life of a rogue, something that he is not proud of. His life goal is to find the orc tribe that killed his family and avenge their deaths. He has been with the Silver Moon Adventurers for 13 years, and is their senior rogue. Serves on the Jawlt Council as the Minister of Inherent Priorities. He is also a skilled jeweler, and has made all of the Silver Moon rings that the party members wear.


Mark, male 8th level half-elf ranger.
Neutral Good. Quiet and thoughtful, he is the party's senior ranger and a very skilled tracker. Likes to be left alone, and lives by himself in the Island’s deepest forest, miles from his nearest neighbor. Like the old Rodney Dangerfield joke, he never gets any respect. He has been with the Silver Moon Adventurers for 15 years, having joined them early into their first mission. He never takes any type of leadership role unless giants or other humanoid monsters are around, when he then won’t hesitate to lead the party into battle. His key magic items is a +4 Longsword. His body has been altered to assume an aquatic form when triggered by a Dispel Magic spell, his form being an aquatic elf.


Introduction:

The Silver Moon Adventures have been home now for three weeks since their adventure to the ‘Marvel Universe’ where they had stopped a long array of super villains. The superhero named Hank McCoy had accompanied them home and has been spending the time since then as apprentice to Lannon, the party’s senior thief, as that is a profession well suited for McCoy’s magnificent dexterity.

Chapter One, "Picking the Team", October 4th, 1020:
Several members of the adventuring team are sitting around Jerry’s Tavern drinking beer and chatting. Narg mentions how he needs to begin teaching his son how to throw a curve ball. Cassie comments “He can’t walk yet!” Narg replies, “That’s okay, I can teach him how to thow a ball while he’s sitting.” Cassie replies, “No, I meant that wouldn’t walking be a more important skill to teach him?”

Narg’s sidekick Mojo replies, “Why, Narg does as little walking as possible.” Narg replies, “I don’t need to, the battle comes to me!” Cassie sarcastically comments, “Oh yes, Gods forbid that you actually walk a few miles out of your way to do violence.”

Mojo’s ‘Queen Phone’ begins to ring, a magical communication device given to him by Queen Jennifer in order to keep him apprised of his General in the Queen’s Army duties (and other things, as he is also her not-so-secret lover). He takes the call, talks briefly, and then hangs up. Narg asks, “What was that all about? Another mission for us?”

Mojo replies, “Not us personally, but she needs some of our adventuring team to take a ship up to the Cantage Lordholding to some hick town named Hunterdon. It seems that those incompetents known as ‘The Dragonstalkers’ have gone missing again.” Narg exclaims, “Again? It hasn’t been that long since the last time we had to pull their butts out of the fire last time!” (Module #125 – “Beast of Burden”)

Mojo says, “Yeah, this Hunterdon is apparently a Podunk farm town way off the beaten path. I told her I wouldn’t be caught dead in a backwards village full of stupid illiterates.” Narg asks, “Then why are you here?” The gnome tavern owner Jerry interjects “Yeah, that does seems to describe this town.” Mojo replies, “This place is home, and I’m staying put.”

Mojo continues, “Jen said that sending others was fine, I don’t have to go along. In fact, she would prefer for us to send a small group who are not that well known anyway.” Narg asks, “Why?” Mojo replies, “Because Hunterdon is one of the four towns near the city of Dunn, where Matthan’s evil former-advisor Pamela is a big wig. If she gets wind that the Silver Moon are stomping around in the neighborhood there could be trouble.”

Cassie asks, “What were the Dragonstalkers doing there anyway?’ Mojo replies, “Looking into a report of mysterious happenings in the woods near a hunting lodge owned by some aristocrat from the Cantage capital of Autzvorg. Now they’re missing so we need to find those losers.” Narg says, “Why should Queen Jennifer care about what happens in Pamela’s back yard anyway?” Mojo replies, “Because ever since Jennifer had Matthan kick her out as an advisor Pamela has only focused on Dunn itself and is ignoring those other towns nearby. Jennifer sees this as an opportunity, that by helping these towns she wins their support while Pamela’s influence further diminishes.”

Cassie says, “Okay, that makes sense. So, you need to head out and go and assemble a team!?” Mojo says, “Go? Why go anywhere? This tavern is the main meeting place on the island. We’ll just stay right here and see who comes along.” Narg replies, “Yeah, we should be able to find some dead weight to send off.” As if on cue, the half-elf ranger Mark walks into the bar.

“There’s our first volunteer,” Mojo states. Mark heads over asks them what they are talking about. Narg replies, “Never you mind, you’ll find out soon enough, why you don’t get something to drink.” Cassie adds, “Yeah, you may need it.” A confused Mark heads over to the bar and orders a beer. Not long thereafter the party’s dwarven thief Lannon arrives with his new apprentice in tow, a stocky human named Hank McCoy. Mojo says “Okay, that makes three.”

Around ten minutes later the drow elvan archer-ranger Ailsheir arrives Narg says, “Make that four.” Mojo says, “Him? But we’ve already got Mark, what do they need another ranger for?” Narg replies, “One, Mark isn’t all that competent. Two, this place is in the middle of the wilderness and you’re looking for missing people so the more rangers the better. And three, I don’t like that particular drow. Any excuse sending him away I’ll take.”

Cassie says, “Hold on, Ailshier is still a novice and I agree that Mark is inept, shouldn’t we send a real ranger instead.” “Don’t you mean ‘in-addition to’?” comments Jerry. As she is saying this a pegasus lands outside, with her archer-ranger boyfriend Aradyn climbing down from the animal. He walks into the bar and Narg exclaims, “Finally a real ranger! Aradyn, we’ve got a job for you!”

He walks over to the table and asks, “What transpires here?” Cassie says, “They’re assembling a team for a mission.” She gestures to Narg, Mojo and Jerry and comments, “So far these three geniuses have selected three rangers and two thieves, that’s what they consider to be a well-rounded team! I figure in another hour or two it might finally occur to them to maybe send along a cleric or magic-user too.” Mojo says, “Oh yeah Miss Smarty-pants, well you’re both!” Narg says, “Yep, done!”

Cassie exclaims, “Hey! That’s not what I meant!” Aradyn says, “Hon, it would give us some time together.” Cassie shakes her head and says, “Oh, all right, I guess somebody has to look out for the Queen’s interests.” Mojo says, “Okay, we’ll get the six of them over to a table and tell them that the Queen wants them to sail the Bronze Star up to the north Cantage coast and then sail it downriver to the town of Hunterdon.”

Cassie sarcastically replies, “Yeah, right, sailing downriver in Cantage to a rural town worked out so well last time.’ [A reference Module #11, the TSR ‘Slaver’s’ Series played back in 1984]. Mojo says, “Hey, that was the mission where I joined you guys!” Cassie says, “I rest my case.” Narg says, “Dummy up, that was before any of these guys joined up.” Cassie says, “Mark was.” Mojo states “Like he would remember something that took place fourteen years ago.” Cassie says, “It’s probably written down in his notebook.”

Narg tells Mojo, “Well, you’d better do a real good sales pitch on this job, or we’ll be stuck going there instead.” Mojo calls them together and gives an enthusiastic speech about how the Queen is depending upon them and how this mission is of great importance to the continent. Jerry stays in the background and tries to suppress his laughter. Cassie just rolls her eyes and then plays along. She informs the others know that she and Aradyn will be the team leaders on this mission. Cassie and Aradyn reluctantly agree to leave their flying mounts behind, as they would draw undue attention.

The party decides to bring along a minimal ship’s crew for the Bronze Star, with the majority of them being among the newer crew members hired on during the last two years so less known. They get the ship to set sail and the three-masted vessel departs the next morning shortly after dawn.
 
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Silver Moon

Adventurer
Module 139, Chapter Two, “Arrival in Hunterdon”, October 9th, 1020:

On the fifth days since setting sail the Bronze Star is nearing the Cantage coastline and the mouth of the river that flows to the rural town of Hunterdon, situated near the northernmost part of the Lordholding. The ship begins to sail down the river, seeing nothing on the sides except for forests.

They discuss the merits of going in anonymously or not, deciding not to use any aliases but to mention their own names as little as possible and to make no references at all to the Silver Moon. Cassie suggests “Let’s not over think this, we’re just there to ask about the Dragonstalkers.” Lannon says, “Yeah, as if referencing that we known those losers isn’t going to draw attention to us.” They begin to reach a more populated region, with farmlands alongside of both banks of the river, using it for irrigation canals.

The ship’s navigator them that Hunterdon will be on the starboard shore in less than a mile. The town is situated along a section where the river narrows from a width of sixty-to-eighty feet into a small lake, from which the river continues but narrows to a width of twenty-five to thirty, continuing on after flowing under a bridge. For vessels of the size of the Bronze Star this is therefore the end-of-the-line as they are to large to continue beyond Hunterdon.

The town itself is situated on approximately fifty acres alongside the bridge, comprised of approximately one-hundred buildings. There are eight docks extending out from the town. The most prominent structures in the community appear to be a central three-story stone fortress that is presumably the home of the town leader, a large tree surrounded by a fence on the southern end of town, a stone archway at the far end of town which exits to a southeastern road surrounded by crop fields, and a temple on the northeastern end of town that is dedicated to the deity Ukko.

As they approach the town docks a person comes out to greet them wearing shiny plate mail and the symbol of Ukko is on his shield. Aradyn says, “Looks like we have a paladin waiting for us….we may have to fight our way into this town.” “Only if he spots the drow,” is Lannon’s comment. Ailshier pulls up his hooded cloak to shield his face but comments, “Well, we could just beat the guy up on general principles.”

Aradyn sarcastically comments, “Great idea, that would set a new party record, getting us all arrested before we even leave the dock.” As they get nearer they see that the paladin is female rather than male and Ailsheir comments, “A dame! This changes everything, I’ll sweet talk her.” Mark says to Aradyn “I didn’t think drow flirted with paladins.” “They only flirt with their swords,” is Aradyn’s reply. Cassie interjects, “Let me do the talking.” Aradyn says, “I’ll join you. Everybody else stay on the boat.”

Cassie-Andra introduces herself, but omits the pause for the hyphen in her name so it comes across as Cassandra, and plays up her Priestess credentials. She receives a warm greeting in response from the paladin, who it turns out is the town’s sheriff, an elvan woman named Savil. She welcomes the new arrivals and then introduces them to a new arrival, an armored paladin of Ukko who she says is her bodyguard and deputy by the name of Honesty. Aradyn and Cassie look up at the man and are momentarily surprised to see that he is of the hobgoblin race. Savil and Honesty ask them a series of questions before deciding to admit them into town.

Savil departs, leaving them talking to Honesty, who gives them a short description of the town and its residents. The town is primarily human, with a mix of other races, although it does have a section known as ‘little town’ that has a population of halflings who comprise approximately one-fifth of the townspeople. A male halfling approaches who Honesty introduces as Endlo the Dockwarden. Honesty gives them directions to the Green Mountain Inn, the town’s only lodgings for visitors.

They decide to leave the crew onboard ship and for the six adventurers to get lodgings at the inn. When signing in Cassie notes that the Dragonstalker’s leader is on the ledger having signed in ten days earlier for a three-day stay. Cassie points this out to Aradyn and comments “I wonder how belligerent the Dragonstalkers were during their visit?” Aradyn comments, “Given the scrutiny we got it’s a wonder that they even make it off their boat before the town authorities sent them packing!”

By mid-afternoon they have all settled into the Green Meadow Inn, with Cassie and Aradyn taking one room, Lannon and Hank in another, leaving Mark sharing a room with Ailsheir. They head down to the inn’s dining room for a bite to eat where an elvan waitress makes eyes at Aradyn and flirts with him when she takes their order. After she walks away Aradyn says, “Nice to know that I still have it.” This earns him an angry look and an elbow in the ribs from Cassie.

The innkeeper comes over with their drinks and asks, “Are you in town for the wedding.” Ailshier says, “We might. Does this town recognizes the ‘Right of the First Night’? If they do I’m King Matthan.” This results in another elbow in the ribs from Cassie. Hank mutters to Lannon, “Is she going to injure all of the rangers in the party?” Lannon replies, “Nah, she wouldn’t want to have to physically touch Mark.”

The innkeeper says, “It should be quite the celebration. The bride’s father is the wealthiest dairy farmer in the area.” “Sounds like milk is on the house,” is Aradyn’s comment. Ailshier says, “Well, that will keep Mark happy.” “Because he likes milk?” Hank asks. Lannon replies, “No, because somebody else is paying.” Aradyn says to the innkeeper, “We’re always up for a wedding.” “As long as it’s not your own,” Cassie mutters under her breath.

The innkeeper asks, “Are you related to the bride?” Ailshier replies, “They are,” gesturing towards the human Hank and dwarf Lannon. This results in an odd look but no comment from the innkeeper who walks away. Lannon exclaims, “Why did you say we were related?” Ailshier says, “He said they were dairy farmers, aren’t all diary farmers built like you guys, short and stocky from milking cows and lugging pails?”

Aradyn says, “This is working out well, we just sit here and eat and drink while people come to us.” Cassie says, “Yeah, I have a felling of deja-vu, that’s how you guys all got selected for this mission.” They next person who makes their acquaintance is the town bard, a male elf who introduces himself as Willon Evesimere. They ask about the wedding, assuming he will be performing there, and he informs them that the wedding will be held in three days. The bard asks, “Do you like our little town.” Ailshier says, “Yes, but I find the cuteness to be overwhelming.” The bard then asks if they have any exciting stories.

Lannon whispers to Ailshier “What would somebody stuck in a rural cow town like this call exciting?” Ailsheir interjects “Tell him the story about the egg that had two yokes.” Aradyn adds, “How about the story of the potato that looked like King Matthan.” “Don’t all potatoes look like King Matthan?” Lannon retorts. Cassie spins a yarn about one of the group’s earlier adventures in the Aldorn Lordholding, changing enough of the names and facts to hide the Silver Moon Adventurers identity.

The bard Willon says that the bride is the daughter of the town’s richest farmer and that the groom is the son of the town candle maker. The cleric of the halfling church will be the one performing the ceremony. Ailshier moans, “Sounds like a recipe for disaster.” Mark adds, “Just the way we like it.” Aradyn comments, “I haven’t met too many halfling clerics, usually religion interferes with their consumption of pies.”

Cassie asks the bard to tell a story and he tells tales of the various creatures of the forest, namely owlbears, giant lynxs, unicorns and pegasi. Mark and Aradyn ask about the forest, and if the bard might know where in the forest a group known as the Dragonstalkers might have gone. “Friends of yours?” the bard asks. The party all interject “NO!” in unison, followed by Cassie explaining that a friend-of-a-friend knows them and asked that they be located.

Willon says that he met them, that they told an exciting tale of stopping a massive extra-planer beast that was ravaging the Kralt countryside a year earlier. Mark interjects “By themselves? Did they have any help?”, as he and Cassie had been part of that mission. Willon replies, “Their leader Gellyath didn’t mention anyone else. He spoke of his mage Asgorath who bravely perished fighting the creature.”

Aradyn says, “I met that Asgorath before, brave wouldn’t have been the first adjective that I would have used to describe him.” “What do you mean?” Willon states. Lannon says, “Let me put it to you this way. I’m sure when he arrived at whatever afterlife he went to he would have had a few complaints for whoever was running the place.” A shocked Willon says, “One shouldn’t speak poorly of the dead.” Ailshier states, “He’s right, there are a lot of still living Dragonstalkers we should speak poorly of instead.”

Cassie says to the Bard, “So, do you know where the Dragonstlakers went?” Willon says, “Yes, the town’s Mayor and the halfling cleric were both concerned about some recent reports of dragon activity in the forests. They were hoping that there won’t be any disruptions at or around the blessed event of the upcoming wedding, so who better than a group known as the Dragonstalkers to go and investigate.” Cassie and Lannon exchange looks with Lannon muttering “I can think of a few more qualified people.” Ailshier adds “A few…or six.”

Cassie says, “What can you tell us of these dragon reports?” The bard indicates that a pair of hunters saw a large black scaly creature the previous month. They were a distance off and too afraid to get any closer.” He adds “And two weeks ago the dwarven construction workers said they saw something that resembled a black dragon, but it was walking instead of flying and sounded like metal pans banging together.” Cassie comments, “Maybe a Proto-dragon or perhaps dragon-type conveyance?” Lannon says, “Hold on, dwarven construction workers? What are they constructing?”

Willon replies, “Property of a wealthy aristocrat named Count Norliss owns a hunting lodge near the town. His family originally came from this region, and he’s having them renovate the ruins of his ancestral castle some twelve miles to the south.” “Ruins…excavated?” Mark comments. Cassie says, “Yes, are all of you thinking what I am?” Aradyn says, “That maybe they’ve unearthed something they shouldn’t have!” “And that we’ll have to deal with smelly dwarves,” Ailsheir adds.

Lannon ignores Ailshier’s comment and says to Cassie, “Are you thinking undead?” Ailshier states, “I vote a definite ‘no’ to our bothering the undead.” Hank says, “What are these undead that you refer to?” Lannon says, “Previously living people who died but decide to still stick around and bother you.” Hank says, “Oh, okay, I’ve seen things like that in movies.” “What’s a movie?” the bard asks. Hank replies, “It’s like a book but you don’t have to read it, you just watch.” “Ah, paradise,” Ailshier mutters. Willon exclaims, “Ah, plays.” “Something like that,” is Hanks response. Cassie adds, “Hank is from a far away land, they have different words for lots of things.”

Willon departs. Ailshier comments, “Well, I guess exploring ancient ruins does have a certain charm to it.” Aradyn and Mark ask around for directions to these ruins. Cassie suggests that since it is getting dark they wait until morning to head out for these ruins and to all turn in early. The others reluctantly agree.
 

Silver Moon

Adventurer
Module 139, Chapter Three, “Entering the Ruins”, October 10th, 1020:

The party head out at dawn, traveling for most of the morning along the southwestern road then heading overland as per the directions that Aradyn and Mark had received. Along the way Aradyn and Ailshier get into a disagreement that culminates with each one making derogatory remarks about the other one’s mother. Cassie eventually tells them both to shut up.

The last mile is rather difficult as the forest in this region is rather overgrown. Picking their way though the underbrush and entangling roots they eventually sot a hill ahead that rises out of the surrounding lands like a skeletal finger. The land immediately around the ruined keep is cleared of trees some one-hundred yards from the ruins of the building, apparently done recently by the dwarven workers, as the logs are stacked neatly by the forest’s edge.

The keep itself appears to have originally been square shaped and approximately 120 feet on each side. The southwestern corner of the structure still stands with the southern wall mostly intact and parts of the western and eastern wall also standing. Further inspection reveals recent stone work on the southwestern corner, with ropes, pulleys and braces about, so that section was where the reconstruction had begun.

No dwarves are anywhere to be found about and the three rangers begin to look for tracks. They find quite a few dwarven tracks but none are recent. The rangers can’t agree on exactly how old the tracks are with Ailshier estimating eighteen days, Mark estimating ten days but Aradyn thinks some are as fresh as six or seven days. Regardless, nobody appears to have been around for the last week or two, although the people in Hunterdon had indicated the dwarves had not returned to town.

Searching around they discover an entranceway that had been cleared rather recently. It leads to a staircase down and corridor with various faded and chipped frescoes on the walls. The largest of these has a depiction of a black-eagle wing against a yellow star. Cassie searches through a reference book that she brought along and says that is the family symbol of the House of Jorat, which was related to the Cantage Royal Family. Aradyn comments, “Hold on, this was the castle of that Count von Denn’s ancestors. Are you saying that this guy is related to Matthan?” “Perhaps,” is Cassie’s reply.

They continue downward, soon reaching a second corridor with a crude wall painting of a man holding a sword in a bloody hand and pointing it towards further in the keep. “Charming, how quaint,” is Ailshier’s comment. They continue down another corridor, with ancient fading paintings along the walls of forest scenes. They reach a square room with hallway along all four walls, them entering from the east, with a minimum of dust. A marble mosaic on the floor depicts the Jorat House symbol, with several dark stains atop it.

The far corner of the room as a pedestal covered over with rubble and debris. Cassie is able to translate the fancy script carved into the pedestal as “You are entering the sacred realm of Immshin, Lord of Winds. Display proper reverence or risk his rage.” At her insistences they perform a number of clerical rituals and seek the god’s guidance.

The group continue down the north corridor only to run into a trio of undead ghasts which. Two ghasts appear to be long-dead humans but one appears to be a recently-deceased dwarf, its clothing still intact and a hammer hanging from his belt. Cassie successfully turns the creatures. “Well, that answers the question of what became of the workmen,” Lannon comments. They decide not to follow the undead, who are stopped at a pair of double doors at the end of the hallway.

The party continue down the westward hallway with paintings of regal-looking men on the wall, several being the Western Nation kings of two-to-three hundred years before. They pass an empty chamber that appears to have been a great hall, but now just has rotted tables and rubble. Continuing onward, they reach a dark exit less corridor that appears to have shadow-like creatures in it. They turn back and head to the room with the four-way intersection, choosing to now go on the south corridor.

The come upon a good-sized room to the left separated off into smaller chambers, with rotted and deteriorated furniture that they assume were once bunks for the occupants of the temple. Two shadow-like former occupants still reside there and attack the party, almost grabbing Lannon. Cassie manages to destroy the creatures. A search of the area finds a key. They continue down the main hallway, which turns to the right and then continues onward, with two more southern hallways branching off from it. Using the party expression “When in doubt go left” they take the first of these corridors.

This corridor goes on for another sixty feet before turning left, ending in a chamber with a stone door on the opposite side. Religious symbols adorn the door which Cassie translates as also being dedicated to the deity Immshin, Lord of Winds. As she did at the pedestal in the earlier room, she performs an appropriate ceremony in reverence to this deity. The key found in the barracks room opens the door lock. A long corridor continues which they cautiously follow, finding an accumulation of cobwebs and dust as they pass.

The passageway ends in a small room that appears to have been a shrine of some sort, the walls decorated with motifs of winds and priests. A stone alter is on the opposite wall. Kneeling before the alter is a figure in dark tattered hooded robes holding a staff in its gloved fist. As Cassie nears the alter the skeleton slowly rises and turns, the hood falls away to reveal a skeleton beneath. Hanging from the creatures belt sash is a key ring. In a loud shrieking howl the creature screams “Intruders! You dare to defile the sanctity of this holy shrine!””

The fighters have drawn their swords but Cassie gestures for them to hold off on their attack. The creature raises his staff and calls out “Immshin, I beseech thee! Smite these intruders with your holy wrath!” Cassie gestures for the fighters to move back as she pleads “High Priest of Immshin, we seek only to honor your deity and rid this once-great temple of creatures that have defiled it.” The others slowly retreat down the corridor The creature halts and waves his staff forward, a sprinkling of light radiating from it and upon her.

The skeletal priest states, “You speak truth. You have indeed given homage and honor to the great Immshin. I apologize for my earlier outburst and welcome you to my sanctuary.” Cassie begins to relax when the creature spots Ailshier and states, “A Drow! This is a trick, you are my enemies.” “Leaving, what a good idea,” Aradyn mutters loud enough for Cassie to hear.

Those in the hallway quicken their pace down the corridor as the priest casts a Hold Person spell upon Lannon, Hank and Ailshier, which they all successfully save from. Cassie uses her Belt of Shape Change to transform into a bird and fly away at top speed, soon flying past the others in her group and out the doorway. They exit into the antechamber and then slam the stone doors shut behind them. Cassie throws a Wizard Lock onto the door as well.

“Any more bright ideas?” Ailshier sarcastically states. Aradyn replies, “We were doing fine until he got a look at you!” Mark asks, “Was that creature good or evil?” “He appeared to be a little of both,” Cassie replies. Lannon (accurately) says, “I guess spending several centuries locked alone in a room will do that to you.” “I vote that we not do that,” is Ailshier’s comment.
 

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