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Heroes of Spittlemarch

Radiating Gnome

Adventurer
**This storyhour is reposted from the old site. All I'm copying is the story, no comments (there weren't many, anyway . . .).

I should say at the outset that if you're new to this storyhour, you should understand that the first several posts are dry. I was posting from memory of events that had passed long before our current sessions, and moving fast to get caught up. Read them for background, but just bear with me. It gets better as you go along.

The campaign is loosely set in the Dyvers area of Greyhawk. Loosely. For the most part the action is set in the heavily wooded areas south and west of Dyvers, where small farming communities are separated by long roads through dark, forbidding Gnarley Woods.

I run a mix of home-grown and store-bought adventures, mostly based on how busy I am when it gets to be time to come up with something for my party to do.

-jpj
 

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Getting started

The party:
Eli, Elven Fighter/ranger (male), damn fine archer. Aspires to join a special order of elven archers (we’re still debating which prestige class to use) called the Order of the Shooting Star. [Note: His full elven name is Elianshanni Eletriel. So, we call him Eli. You would, too. At least most of the others in the party had the decency to take three letter names.]
Urk, Dwarven fighter (male), a whole lot of sharp nasty with his great axe. Likes to kill stuff.
Pah, Halfling rogue (female), likes sparklies. Searching for her long lost love, Um. (This player is a trombone player, among other things . . .)
(until he went missing)
Norham, Human Cleric/Fighter (serving Heironemous)
(eventually)Uri, Halfling Wizard/rogue, likes to cast web spells.

Getting Started:

I’m going to start my account a little while after the campaign started. They’re all around 3rd and 4th level now, having just completed Sunless Citadel and a handful of home-grown adventures and side-treks. Their cleric, Norham, has been approached by a local temple that is looking for a party of adventures to keep on retainer, so through him they finally have a base of operations of sorts (this will be shortlived, like Norham, who arranged it). As their first mission, they’re sent to try to find out what’s going on in a nearby Barony, Spittlemarch, from which there has been no news for weeks.

Travling to spittlemarch, there they found that the baronial keep was under siege, the farming villages were empty and burned, and a large army, mostly mercenaries, lead by a cousin who is a pretender to the baronial fief. But the army wasn't working very hard to break the siege, seeming happy to bottle up the forces in the keep and wait for something to happen.

A little more exploring and investigating and let them to another military encampment in the nearby mountains. This was where most of the townspeople who were not dead ended up. They were being held in an armed camp run by dragonpriests, their followers, some mercenaries, some humanoids (kobolds, mostly). They're forcing the enslaved peasants to work in the mines, but all they are doing is bringing out rock, tons of rock.
 

A little background

Background & History: The Dragonpriests and Anathe
The players have had a couple of run-ins with one dragonpriest previously. The Dragonpriests are a fairly new cult in the area, one that worships dragons, as the true living expressions of the divine in the world, and the world’s rightful masters. They’re mostly evil, and each dragonpriest chooses a color dragon to serve. When the party was preparing to enter the Sunlight Citadel adventure, they were approached by a white dragonpriest named Anathe. Anathe tells them that there is a very young white dragon that is a prisoner in the Citadel. He offers them a hefty sum to capture the dragon and bring it to him alive. Of course, Anathe wasn’t willing to leave much to chance, and hired a pair of half-orc ranger-rogues to help track the party, follow them, and try to make sure they got Calcryx (sp?) out alive. Naturally enough, in the course of things, the party killed the dragon. Urk got excited and chopped off its head, carrying it around with him for the rest of the adventure. After completing the Citadel the party clambered up to the surface again, dragging their battered bodies and a heap of loot that still included the dragon’s head. As they were mounting up and getting ready to ride for Oakhurst Anathe and his flunkies turned up. There was a brief battle, in which the party managed to kill the flunkies, though Anathe made a run for it. The party, battered and exhausted, slumped to the ground. That is, everyone but Urk, who was pissed off. Urk jumped up onto his horse, making some fantastic ride rolls with little or no skill, and rode off after the fleeing dragonpriest.

I should point out that the party had entered sunless citadel at 3rd level, not first, and I’d beefed up the adventure considerably to adjust for that.

Anyway, after running for a while, Anathe realized he was being pursued, but by a single rider. He turned to face Urk, and the two met in a clearing. Urk charged, waving his big axe over his head, but Anathe cast hold person.

It was bad. This was one of those saving throws the PC is supposed to make, but he missed, and there really wasn’t much for Anathe to do at that point but slit his throat. Anathe was also pleased to discover that the dragon’s head, which Urk had been carrying around, was tied to Urk’s horse. Anathe took the head and left.

The party followed Urk slowly, and eventually found him dead in the road. They retrieved his body and took it back to their sponsoring church. They traded away magic items to pay to raise Urk from the dead, although for some reason (DM fiat, that’s why) Urk’s beard was not restored, still cut off crudely under his chin where his throat had been cut. Now there are lots of beardless dwarf jokes, and an enduring hatred for Anathe in the party.
 

Back to the adventure

Back to the Adventure:
While exploring and scouting around, the party made contact with a scout team of four halflings, who were able to lead them into the keep through a secret tunnel. The Keep was in fairly bad shape. The clerics there were pushed to the limit, using their spells to heal and create as much food and water as possible, in order to spare the keep's stores. The keep is crowded, with some of the townsfolk who managed to escape, the normal garrison, and the only mercenary company that the Baron was able to hire -- The Shiremen, all halflings. In addition the Baron called in some favors from old adventuring buddies, so there's a party of older adventurer types there, including Avaros, an elven archer (and member of Eli's dream prestige class, The Order of the Shooting Star).

The Shiremen are a good choice -- they do the tunneling pretty well, and don't take up as much room. But there is one major problem. They're shortbows don't have the range of the enemy's longbows, so they are little help in such a static ranged battle. The spellcasters on both sides are largely cancelling each other out, so the one figure that's making a difference for the defenders is Avaros, who has managed, thanks to his exceptional range (feats and special abilities), to keep the enemy crews away from their siege engines, at least while they're close enough to hit the keep. But even with his elven nature, Avaros was getting very tired.

There's one more wrinkle. Naturally, this whole thing involves dragons. The party is told enough for them to figure out what is going on in the mine -- the Dragon armies are trying to widen the mine passages to allow a huge red dragon -- a great wyrm -- to escape from underneath the mountain and into the outside world, where it can be a powerful ally for their faith. The Dragon has sent to the surface some of it's children, younger dragons that can fit through the existing passages. It's going to take a while, so the players have some time to do something about it, but it's going to be tricky.

Then Avaros sends for Eli. Avaros doesn't dare leave the walls for long, although the smaller dragons making strafing runs in the middle of the night makes that dangerous. But Avaros has an idea. There used to be a master fletcher, a gnome, that worked with his order in the old days. This gnome, named Solen, knew the secrets of making arrows of dragon slaying. Avaros has a vague idea where the gnome is now, and he sends Eli and his friends to go find the gnome, give him a token as an introduction, and ask him for some arrows.

The party was joined, at this point, by Uri, a halfling rog1/wiz3 who was one the Shiremen (a new player joined the group). The party was smuggled back out of the keep, and sent on their way. They were spotted by the attacking army and pursued by Anathe, a warband under his command, and one of the younger dragons. After a few days of running, they managed to set an ambush and kill most of the pursuit, including Anathe, but a rogue named Shimar managed to escape and began tailing the party, passing information through the dragon (which was not part of that attack) and even sending Anathe's body back to be raised.

The party reached Dyvers where they needed to find someone to take them to the island where Solen, the gnome, has his laboratory. They discovered that the dragon cult was gaining power and followers very quickly in town, to the detriment of the other faiths. The rogue who was tailing them made contact with the temples there and arranged some surprises for them. They had a side adventure there, where they needed to rescue a smuggler, who was then in their debt and willing to take them to Solen's island.

There they met Solen, who was quirky but good to them, served them waffles for every meal, gave them each a gift and showed them his new project (black powder and black powder weapons). Besides the individual gifts he gave them five arrows of dragon slaying. Pah got interested in the black powder (she calls is science, and the name stuck), talked Solen into a second demostration, and later stole (Traded without asking for a handful of gems she left behind) three small kegs and a brace of pistols. And a bag of holding to carry it all in. (This was expected, it plays in to what I'm doing down the line).
 

Goodbye Norham

Goodbye Norham
On the boat trip back from Solen's tower, the encountered a ship with a huge dragon silhouette on the sail. It was from the dragoncult, and they were after the party. There was a blue dragon on board as well, who dove into the water.

This was my big move to take Norham out of the game. His player took a job in Hawaii, the bastard.

While the dragonship closed, and Eli kept them busy using the fire arrows that had been his gift from Solen. The blue dragon suddenly sprang up from the water under their little smuggling skiff, snatched Norham off the deck (I actually rolled a natural 20, but I would have fudged it anyway). The dragon flew up, chewing on well-plated Norham, while Norham tried to escape. After a few rounds, Norham rolled well when the dragon didn't, and managed to pry himself free, only to find himself 100 feet above the water and far away from the boat. He fell, hit the water hard, and sank like an armor-plated stone. He never resurfaced (as there's no body, and there are some real long shot ways he could have survived, I can bring him back in the future if Drew comes back for a visit).

Then, while the Cultist's ship fell away, trying to put out several fires in their rigging, the dragon turned back to the little smuggling boat. It went into a big dive at the little smuggling boat, intent on trashing it. Eli turned to face the dragon, pulling the package of arrows of dragon slaying from his pack. He fired one shot, missed, then a second, which killed the dragon just before it reached the boat.

The characters tried to find some sign of Norham, but there was nothing to be found. They did manage to find the arrow that had missed, a few hundred yards away, floating in the water, and recovered it. Then they slipped away, hoping to avoid further contact with the dragonship on the way back to Dyvers.
 

The Journey back to Spittlemarch:

The first step was getting back in to Dyvers. They were passengers on the smuggler’s ship (the one they’d helped earlier) and he was not free to just sail into the harbor, so they were delayed by a stop at a Rhennee barge-village, where they made the last part of their trip on a Rhennee trade barge headed for Dyvers. As they entered the port they saw that anchored there already was a fairly familiar ship with singed decks and rigging. They did their best to be careful, as they expected trouble from the Dragonpriests again.

It turned out to be worse than they thought – they were being sought quite actively by the city guard. They managed to make their way fairly anonymously to the city gates, where there was a line of people being examined on their way out of the city. Pah snuck ahead and managed to figure out that the guards had a fairly accurate description of the party.

Their plan for escaping from the city was to do their best to disguise themselves and pass through the gate one at a time, as the guard seemed to expect that they would be traveling as a group. Pah and Urk managed to get outside the gate without incident, but Uri was recognized while Eli was still within the gates, and all hell broke loose.

Uri was dragged into the tower, while Eli and the others tried to figure out what to do. Pah hastily tried to make a couple of homemade grenades with her black powder, and she and Urk charged the tower, hoping to blow a hole in the wall to help Eli escape. The powder didn’t work as they’d hoped, they didn’t manage to make the hole they were looking for, so they charged on into the gate while Eli offered cover fire from atop a wagon.

In the short fight that followed Uri managed to free himself and get ouside, tossing a web spell into the tower behind him, effectively cutting off pursuit for a few rounds. The Garrison did manage to get the portcullis down, though, and the party, after killing a few guards (Pah mostly running around shooting her pistols and making a lot of noise) they fled back into the slums of the city to try to regroup.

Faced with the need to get out and knowing that the gate garrisons would be that much more vigilant, they were forced to go to a smarmy halfling rogue contact they made in town previously, a git who had a habit of hitting on Pah shamelessly. The thief was a member of the local guild, and he arranged to smuggle the party out of the city in some of their secret tunnels for a hefty fee. This took a great deal of debate, as part of the condition was that they be blindfolded. In the end the agreed, and were finally free of Dyvers.

They managed to pick up mounts and make their way back to the Spittlemarch area without further incident.
 

Back in the Keep

The party made their way back to the keep, where they found things had been steadily deteriorating in their absence. Avaros was on his last legs on the walls, which were even more battered and scorched. They delivered their four remaining arrows of Dragon slaying.

They also discovered Solen there, waiting for them, having produced a few more arrows and interested in “talking” to Pah about the missing “science.”

Solen would have liked to force her to return the powder, but the one plan the party had to put an end to the siege depended upon the powder, so he left it in her hands.

There were some reports from the halfling scouts about the work going on at the Mine. They had been able to discover that there had been a cave-in while the party was away, setting back work on the mine and killing many of the slaves, as well as some of the guards. A trio of dwarven engineers had been hired to come in and help direct efforts to shore up the new, wider passages necessary to allow the great wyrm to pass. Now parties of slaves were in the woods cutting trees and milling them into crude timbers to support the walls, in addition to the work being done in the mine itself.

The scouts had also found a chimney, a rough shaft that a team of Halflings had used to try to enter the mines and scout around inside, but they had not come back out.

The plan was for the party to enter the mine system through the chimney, find a place where they could use Solen’s powder kegs, now converted into bombs, to bring down the mine and try to seal it, so the dragon could not escape. Eli was equipped with two of the remaining arrows of dragon slaying, and the party set off.
 

Entering the Mines

The party began the long climb down the chimney, trying not to cough too much on the smoke and steam that filled it. Pah, the rogue, was the first one down. Once at the bottom of the chimney she had a few moments to peek into the room from above. A pair of kobolds was working on some raw meat in one corner of the room. From time to time one would carry over a few chunks of meat and throw them into the large cauldron that hung over the fire, directly under the chimney.
That would be about when Urk, the second PC coming down the chimney, failed a climb test and slipped, falling into Pah and dumping both of them into the stewpot below. There was a great deal of swearing involved.

The party moved as quickly as they could to kill the kobolds, but not before one managed to shout out an alarm.

The once the rest of the group was on the ground and they had a moment to regroup, they discovered that the meat the kobolds were cutting up and putting in the stewpot was human – there were two half-butchered bodies in the corner. In another corner there were skeletons and bits of clothing that had been cast aside while preparing many previous meals – including four small, halfling-sized skulls.

The Kobold area in the mine system consisted of a series of rough, natural chambers connected by 5’ wide passages, all rough and winding. Listening at the couple of passages that left this room, they heard some shuffling coming from the more northerly passage, so they moved that way quickly.

This passage led directly to the Kobold Chieftain’s bedchamber, where he, a few flunkies, and his pet dire weasel were waiting for the party. There was a quick, dirty little battle, in which the party made quick work of everyone but the chief, who managed to get by them all and run down the passage, looking for more help. Now, a kobold moves very fast for a little guy – base 30’ – and the only member of the party who could make that kind of time was Eli. So he took off after the chief, while the others started to poke around, checking out a locked chest and some of the other goodies in the room. They poked and prodded at stuff, eventually Pah got the lock on the chest open, and they were starting to divvy up the loot when Eli came charging back into the room, pursued by the newly healed up chief and more scaly reinforcements.

I should point out that at this point Uri is only able to help carry loot and poke through things with his off hand – he’d cast a shocking grasp on himself and hadn’t managed to land a touch attack. He insisted on not dismissing the energy of the spell, and therefore wasn’t able to touch anything with that hand.

So began a large running battle with kobolds. The kobolds lived in a series of rough, small caves that connected to the main mine shafts. Urk cleaved through the little kobolds, while Eli tumbled around and tried to stay out of trouble. One of the Kobold adepts cast obscuring mist to cover their eventual retreat, which helped a few escape. When the mist cleared a few seconds later Urk was covered in gore, Eli was a little worse for wear, Pah had several kills under her belt, and Uri was still waving around a glowing hand with a shocking grasp spell he had not managed to discharge.

The party drank heavily from their stash of healing potions and peeked out of the kobold caves to get the lay of the land. There were several exits from the kobold caverns. Several lead into the huge entry cavern, where they could see the surviving kobolds frantically trying to tell the mercary guards, dragonpriests, and a few others about the party. The other exits led to a larger mine passage that lead away from that room.

A quick examination by Urk determined that the next room down the passage was the spot that had caved in previously. There were some temporary timber supports in the room holding the ceiling up, and a group of human slaves under kobold guard working to cart the last the debris away. They figured that one of their powder bombs places by the timber support in that chamber would bring the roof down, sealing off that chamber and hopefully the mine system. They didn’t have a lot of time – the bad guys were coming to investigate, so they charged, Uri leading the way with his glowing hand.

It didn’t take long for the party to make short work of the handful of guards. They had a few seconds to talk to the slaves, but the slaves refused to try to escape without their children, held prisoner and hostage in the caves below. With little or no time to think about it, they sent the slaves out towards the main entrance, where they would slow down the bad guys (who would have to round them up again). Uri waved is STILL glowing hand at them to get them moving while Pah and Urk set the charge. With the fuse lit, the party ran down the passage, away from the pursuit, deeper into the mine. A few seconds later the bomb went off, brining the ceiling down and cutting off pursuit. It also, apparently sealed the party inside the mine with the dragon and it’s minions.

The party, knocked to the ground by the blast, dusted themselves off by the dim light of Uri's glowing hand.

Next post: the party splits up (great idea!) and someone gets all pruny.
 

Eli gets wet

Okay, here’s the situation, The party’s mission was to ‘sneak’ in to the mine system through the chimney, find a place to plant a bomb to try to collapse enough of the mine system to prevent the big dragon, called Sear, from reaching the outside world. They fell down the chimney, had big noisy fight with kobolds (some of whom managed to escape), encountered slaves who wouldn’t revolt, and had to blow up a room behind themselves as they ran deeper into the mines to try to avoid a huge battle they couldn’t hope to win. Now, apparently cut off from the outside world by the pile of rubble they created with their first of three bombs (or, as Pah has always refered to the black poweder, "Science"), they dusted themselves off, getting ready to see what was ahead in the mines.

Still coughing on the dust from the explosion, they began to move down the passage, which sloped down to a lower level. They did their best to move quietly and managed to get close enough to see what was going on in the chamber ahead without being seen.

The passage they had come down had curved back underneath the upper levels they had already been on, and the chamber they were looking at was actually directly beneath the main chamber, where the kobolds had run for help. They had not had time to get a good look at that room, but now they could see that there was a large trap door that connected the main chamber on the upper level and the chamber in front of them. So, despite the bomb which had closed the passage behind them, there was still a clear passage from the depths to the surface.

The room before them was occupied by a handful of lizardfolk, one of whom was having an urgent conversation with someone on the upper level. The other lizardfolk were watching the shadowy passage where the characters were hiding. Eventually one, obviously a leader of sorts, spotted Urk. He stepped into the mouth of the passage, where he could not be seen from the trap door, and motioned for Urk to come over to him.

Urk shrugged his shoulders and came out of his hiding space. Uri followed as well, not wanting to leave Urk out in the open alone. Meanwhile, Pah and Eli -- the two most able to hide, stayed in the shadows.

The Lizardman introduced himself as Brantagh. He signaled for them to follow him, quickly. Urk and Uri complied, signaling for Pah and Eli to stay behind.

"It’s a bad idea to split up the group," said Eli, but no one paid any attention.

Urk and Uri were lead down a mine passage to a place where rough natural passages intersected with the milled dwarven mine walls. They turned down the natural passage and soon found themselves in a guard chamber of sorts -- a half dozen lizardfolk lounged around this room, watching Brantagh lead the dwarf and halfling past, and through a crude bead curtain at the far end of the room.

The room beyond, a huge open chamber, was the home of the lizardfolk tribe that had taken up residence on the second level of the mine. There were a handful of cookfires and sleeping areas, and some sign of the folk working to make this cavern feel a bit more like home. The vast majority of the folk in the room were non-combatants, but there was a core of warriors and leaders waiting as the two player characters approached.

The Chieftess waited for Bangrah to struggle through introductions, then began to explain the situation the Lizardfolk had found themselves in.

*******

Meanwhile, things were getting complicated for Pah and Eli. Especially Eli. Despite some minor efforts by the lizardmen on the second level to slow things down, a crude basket lift lowered a dwarven engineer and a handful of human mercenaries down to the lower level. This group started to look around, and explore the mouth of the passage where Eli and Pah were hiding. The dwarven engineer spotted Eli and shouted an alarm. Eli, spooked, bolted back up the passage, looking for some better cover. Pah, hidden by excellent hiding skills and a cloak of elvenkind, stayed where she was and hoped for the best.

The engineer waited a few more minutes for some more reinforcements, then led a large group into the passage, methodically hunting Eli down. Eli had found himself a boulder to hide behind, and was waiting for them to appear. When the vanguard of the soldiers became visible by the light of their own torches, Eli shot the first one. The rest took cover.

Then the Dwarf shouted up to Eli, recommending that Eli surrender himself -- he couldn’t hold out against all of them, and he would only make it worse for himself. They bantered back and forth a bit, and finally Eli, taking a moment to hide a single dagger someplace he hoped they wouldn’t search (I didn’t ask -- do you want to know, really?) he surrendered to the Dwarf and his men. They disarmed him, but didn’t strip search him, so he was able to keep his dagger. Not that anyone else wanted it.

Pah took the opportunity of the distraction further up the passage to slip off in the direction Urk and Uri had gone, hoping to find them, and tell them what had happened to Eli.

******

The Chieftess, Rarah, explained to Urk and Uri that the Lizardfolk were not happy with the situation they were in. They had lived for years in a nice, comfortable swamp, with tense but mostly peaceful relations with the neighboring folk. Then a dragonpriest had come to them, told them that the dragons were gaining power in the world, that they would reward the faithful and there was a place in the grand plan for the tribe if they were willing to help. The folk were convinced, at first, and joined the human dragonpriest, following him to the mines, where they prepared to help create a passage wide enough for the great wyrm to pass.

At first the community was great -- an alliance with Kobolds and troglodytes and humans, working together to bring draconian power back to the world. But the tactics employed by the Dragonpriests, not to mention the shiftlessness of the kobolds and the depravity of the Trogs, left the Lizardfolk feeling far from safe. But, sandwiched as they were between the kobolds and humans above, and the trogs and dragonkin below, they had little hope of escape.

The second level, garrisoned by the Lizardfolk, contained, among other things, the holding pens for the children of the slaves. The children were held there to insure the good behavior of the slaves, who drew lots once a day to see who would be allowed to deliver some meager food to the children. The lizardfolk are not great fans of humans in general, but they were aware that, had the children ended up in the care of the Trogs or Kobolds they would suffer much more horribly, and eventually been eaten. The Rarah was unwilling to leave the children behind to that fate, a decision which trapped her and her people in the caverns as much as it did the children. She has been hoping for an escape, and Uri and Urk (and eventually, Pah) might make it possible for them to take the children out of the caves and escape.

The Lizardfolk had been doing some extracurricular digging, and had a small, secret passage to the surface. Rarah promised the party that if they could seal off the lower level, cutting off the dragon’s access, they would show the party the way out, and lead the children out as well.

When Pah arrived, and was brought up to speed, she told the party that Eli had surrendered. Bangrah was sent to find out what would happen to him. The other three took some time to regroup, resting and preparing to head back into the mines, pouring over crude maps of the mine system that the Lizardfolk were able to provide. A little over an hour later, Brantagh returned with Eli’s story.

******

Eli was taken to the third level of the mine system, past the caverns where the troglodyte tribe made its home, through and entry chamber with a few human and a young dragon guard, into a huge vaulted natural chamber, through which an underground stream flowed from a spot on the wall near where Eli and his guards entered, towards the far end of the chamber where there was a huge chasm, more than 50’ across, with no bottom in sight.

Situated near the chasm was a banquet table, laden with an emabarrassment of foods -- great roasted turkeys, hams, sides of beef, with wheels of cheese and a wide variety of fruit. Sitting at the table was Eldgrim, the half-dragon leader of the Dragonpriests, and son of the great wyrm, Sear.

Eldgrim began questioning Eli, and almost immediately it was clear that things were not going to go well. To begin with, he couldn’t be charmed -- he’s an elf, so there was no charming him and trying to make use of him. To make matters worse, the dwarf had discovered the two arrows of dragon slaying in Eli’s quiver -- he didn’t recognize them for what they were, but the half-dragon sure did. Then, as if there were not enough evidence against him, the party's old adversary Anathe turned up, and identified Eli as a member of the party that had killed a couple of smaller dragons already -- and indeed had already killed Anathe once a few weeks before. (the last time the party had seen him they'd left him in a shallow grave along the side of the road).

Of course, when they asked, Eli didn’t lie about it, either.

So Eldgrim walked over to the edge of the chasm, where there was a large brass horn on a stand. He blew a single note towards the chasm, then idly picked at some of the food on the table. While they waited for something to happen, Anathe approached and gave Eli a punch in the ribs for old time’s sake.

These plesantries were interrupted by the arrival of Sear, the great wyrm, flying up from the underdark with a great rush of dust and wind. The Wyrm took her son’s report, examined the arrows herself, and chastised him for not having destroyed them already. The arrows of dragon slaying were tossed onto the fire, where Eli watched them slowly start to burn, along with half of the party's hopes of success in their mission.

Then Sear turned her attention to Eli. As she could see little or no use in keeping him alive, she killed him -- swiftly, efficiently -- impaled him with a long claw, and gave his body to the trogs for their dinner.

Bangrah watched, concealed his dismay, and returned to carry the news of Eli’s death to the rest of the party.

There, the party was upset. They knew they needed to recover Eli’s body in order to raise him -- can you cast raise dead on a collection of Trog droppings? Once Brantagh understood that they hoped to recover his body to have him raised, he was able to offer a glimmer of hope. Troglodyte eating habits are a lot like crocodile eating habits.

This didn’t mean much to the Halflings at first, so the Lizardman explained. Trogs, like crocs, like their meat soggy and decayed. They will kill something, drag it underwater and wedge it into a crevice, under a log, something that will hold lit in place for a few days while the corpse decays and soaks. It was more than likely that Eli wouldn’t be eaten right away, which meant his corpse could still be recovered and raised.

Still, his corpse would be, as his player put it, "Manky." He also spent a lot of time pointing out that he'd said splitting up the party was a bad idea. The short folk in the party tend to act as if this sort of criticism doesn't exist. Ho hum.

Next post: rescuing a dead body and bringing down the house.
 

Bring out your dead

The party, now averaging much shorter without their token elf, examine the maps that the Lizardfolk are able to provide of the lower levels. The third level of the mine system is not especially complicated, and it looks like they'll be able to seal it off with their last two bombs -- and they might not even have to venture that far into the level, except that they have a second goal now. They have to get into the trog camp and recover Eli's body.

More detail on the plan: The passage that leads to the third level leads directly to a fairly large, round chamber (entering from the west) with many small passages headoing off in several directions. A well-cut passage to the north leads to an old dwarven temple, rededicated to the Dragon faith by the dragonpriests. Directly south there is a dead end -- an unfinished passage that is the center of slave mining work on this level -- another 20 feet or so and that passage will reach into Sear's and Eldgrim's main audience chamber. For now, that main chamber is only accessible through a much smaller (5' wide) rough, natural passage.

To the east three different 5'wide rough passages lead to Trog country. The Lizardfolk don't have any maps of that area -- they believe it's another large open chamber, and know that there is an underground stream in it (the stream passes through the trog areas, through the guard chamber outside Eldgrim's audience chamber, through Eldgrim's chamber, eventually flowing over the edge of the chasm there into the Underdark.

The central room, if the supports could be blown out and the roof brought down, would cut the entire lower level off from the outside world. If they had no desire to do anything more than set the bomb and run for it, they could get it done fairly easily. But none of them expect recovering Eli's body to be especailly difficult. They will sneak through the central chamber, make their way into the trog encampment, recover Eli, run for the second level and blow the chamber on the way out. Simple as that.

Rarah, the Lizard chief, decided to send one of her lieutenants, Bangrah, who had already been some help to the party. Bangrah was a druid, had a pet giant lizard named Wowar, and was not there just because Eli's player had no one to play for the session, honest. Really. That was just a coincidence. Really. Honest.

Anyway, bolstered by Bangrah and Wowar, the party hitched up their shorts and made their way to the third level of the mine system.

Next post: I'll get around to the big battle on the third level, and whether or not they can rescue Eli, close the mine, kill Eldgrim and Sear, and still make it back to the keep in time for more of Solen's waffles.
 

Into the Woods

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