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<blockquote data-quote="Memnus" data-source="post: 3172904" data-attributes="member: 14001"><p>Sessions recap: 10-16 Festal</p><p></p><p>The dwarven passage led to an underground frozen lake. It had overflowed the path in some points, and walking was treacherous. As Valdir scouted to the end of the lake, the others followed, but they were interrupted halfway up by a mysterious, haunting song. Valdir stood entranced while a great white worm burst up from the lake and sprayed the others in painful cold. That expended, however, the worm was no match in melee, but it did have one last nasty surprise. On its death, it filled the cavern with frozen shards, killing Savengriff and nearly killing Zerash, who was only saved by his healing potions breaking and leaking into his wounds.</p><p></p><p>Faced with a dead wizard, they checked their pockets for diamonds, but came up a few short. It was decided that someone should go back to the dwarves and see if there were any available to buy, and eventually stealth won over speed and Valdir went. He came back a few days later, diamonds acquired, and Savengriff was brought back on a bargain from Naeron: Send him a book from the dwarves, called the Lists of the Kings.</p><p></p><p>After Savengriff was healed and spells regained, they headed onward to Khundrun. As promised, the tunnel exited in a brewery, though this one had been picked clean and smashed like so many other buildings. The group hid there from wolf patrols, and dragons overhead, while Valdir scouted. He was located, though, by the guard of the local gnomish Refuge. The guard remained unseen while he established Valdir's trustworthyness, then invited him to bring the group there.</p><p></p><p>Once there, the Ward of the Refuge, an elderly Dreamwalker by name of Koli, filled them in on the situation in the city. There are hundreds of giants, who are not happy with the artificial cold. Most of the tunnels are blocked, but there are enough that the guard, Verrin, can guide them close to the castle. From there, there is a tunnel down to the throne room, which is likely blocked by ice.</p><p></p><p>XP: 1200 each player, for two combined sessions (Savengriff, take the xp after the level loss)</p></blockquote><p></p>
[QUOTE="Memnus, post: 3172904, member: 14001"] Sessions recap: 10-16 Festal The dwarven passage led to an underground frozen lake. It had overflowed the path in some points, and walking was treacherous. As Valdir scouted to the end of the lake, the others followed, but they were interrupted halfway up by a mysterious, haunting song. Valdir stood entranced while a great white worm burst up from the lake and sprayed the others in painful cold. That expended, however, the worm was no match in melee, but it did have one last nasty surprise. On its death, it filled the cavern with frozen shards, killing Savengriff and nearly killing Zerash, who was only saved by his healing potions breaking and leaking into his wounds. Faced with a dead wizard, they checked their pockets for diamonds, but came up a few short. It was decided that someone should go back to the dwarves and see if there were any available to buy, and eventually stealth won over speed and Valdir went. He came back a few days later, diamonds acquired, and Savengriff was brought back on a bargain from Naeron: Send him a book from the dwarves, called the Lists of the Kings. After Savengriff was healed and spells regained, they headed onward to Khundrun. As promised, the tunnel exited in a brewery, though this one had been picked clean and smashed like so many other buildings. The group hid there from wolf patrols, and dragons overhead, while Valdir scouted. He was located, though, by the guard of the local gnomish Refuge. The guard remained unseen while he established Valdir's trustworthyness, then invited him to bring the group there. Once there, the Ward of the Refuge, an elderly Dreamwalker by name of Koli, filled them in on the situation in the city. There are hundreds of giants, who are not happy with the artificial cold. Most of the tunnels are blocked, but there are enough that the guard, Verrin, can guide them close to the castle. From there, there is a tunnel down to the throne room, which is likely blocked by ice. XP: 1200 each player, for two combined sessions (Savengriff, take the xp after the level loss) [/QUOTE]
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