Seravin's Tales of the Night Below (Two Updates this Week - 07/24/07)

It is always good to read a story hour for a campaign I am running right now. I enjoy it greatly. My players are farther along, but that is because they take it on like a SWAT team. Keep up the interesting story hour.
 

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rangerjohn said:
Yes, another good read. I also am taking mental notes for when I run the adventure myself.

Thanks for the praise. It cetainly helps in trying figure out how to allocate my time. :)

Here's another post - and I'm hoping to get another one out over the weekend. Be warned, they're a little experimental, so please bear with me.
 

A History of Recent Events

Two years ago I had the opportunity to start running Night Below with a group consisting of some new and old players on Sunday while I ran the Adventure Path series of modules on Thursday. It was only natural for me to make some plot connections.

It is about here in game time that the players started hearing rumors of the events in Blasingdale. Kestral had learned the first few bits while in Corlean, the party learned of the later bits after they arrived in Blasingdale again. Those who are familiar with the Adventure Path series may notice a certain blending between Blasingdale and Brindinford.

For now, to setup the next few posts, here’s a letter that explains some of what happened to the Thursday group. Trust me, it all relates.
:)

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To: The Emperor’s Herald
The Imperial City, Kalta

From: Herald Dorun Twicoast
Herald of Blasingdale to the Baron Euphemes II

Re: The events occurring over the Summer Festival
In the 32nd year of the Emperor Jaz’aldrin’s reign


Sir,
Greetings,
As promised from the last correspondence, here is a more comprehensive report on the events that happened in the city of Blasingdale over this past Summer Festival. The information was gained by interviewing all the surviving parties.

Of the many starting points I could choose, I will follow the events from the band of mercenaries who were instrumental in discovering the various menaces and ultimately freeing Blasingdale from the grip of the horror that visited us. If I wax poetic, please forgive me – it is merely relief.

As I reported in my Spring Festival report, Ker Althon Lordan (of the Lordan trading house) had come into possession of a blade bearing the mark of the dwarven smith Durgeddin and a stamp indicating it was forged in the halls of fabled Khundrukar – the redoubt that Durgeddin founded to attack the northern orc tribes. As I speculated then, if the blade had been found on our side of the High Range that might mean there would be some hidden route to the north side

Because of his passion for old weapons, Ker Lordan immediately began hiring for mercenaries to scour the area from whence the blade was found. It didn’t take him long to find his mercenaries (at 500 gold lions for each recovered blade) from a little village called Oakhurst some days journey west of Blasingdale.

The mercenaries (see attached report) eventually found lost Khundrukar, some thirty miles north of Blasingdale. While the top level was inhabited by orcs the mercenaries managed to deal with them handily and indeed explored the entire complex within a period of a month – they even brought back the remains of a dark dragon. While I don’t approve of them selling off bits of the creature for money they undoubtedly earned the right to choose their own enemies.

The mercenaries also brought word back of a number of deep-dwelling dwarves who were using the ancient forges of Khundrukar to make weapons to face an oncoming horde of orcs. Unfortunately there was some sort of mis-understanding and the mercenaries came into conflict with these dwarves. The one dwarven survivor managed to convey that a horde of orcs were threatening his clan, but the mercenaries were unable to gather much information from the deep-dwarf before they let him go.

It is about this time that the streak of ill-luck began to affect the city.

Firstly, Ker Merdick Forren, the city watch-captain, disappeared a day before the Summer Festival began.

Secondly, there were the survivors of the conflict from the winter events in Widdenbred Dale. A band of were-rats infiltrated the city and began to make trouble – deliberately attacking the merchants in the center of Market on the first day of Festival. Ker Lordan’s mercenaries happened to be nearby that day however and managed to route the creatures.

Next, Master Kiel of the Library and Baron Euphemes had strained words – which forced Master Kiel to close down the Library of Blasingdale. It seemed odd at the time as Master Kiel is normally a very calm and rational person. Undoubtedly the creature was affecting his judgment.

Soon after, there was another monstrous attack in Southgate, a poorer section of town. A play was interrupted by monstrous blind orcs that apparently had no problem seeing despite their lack of eyes. The orcs were again routed by Ker Lordan’s mercenaries. I should also mention that the kidnapping of the priests of the Temple of Sarath occurred at this time – only to be partly thwarted by the mercenaries.

Finally (or so it seemed) there was the summoning of the fell-aberrations in the midst of town. Again the mercenaries were on hand to defeat the creatures, who eventually traced it back to a cabal of renegade sorcerors (see the cabalist report) who were apparently responsible for the hiring the were-creatures to cause the terror in Market Square..

I’m ashamed to admit that at this point I was starting to believe that these mercenaries had some small responsibilities in these activities. Always they were near the monstrous events just in time to thwart them. I spent far too much time investigating the mercenaries trying to find out if they had arranged the attacks to gain the city’s trust – my only excuse is that I am paid to be suspicious.

To be fair I was able to quickly discern the systematic isolation of the city’s power centers. I forgot to factor in Hyla’s Luck though. As unlikely as it seemed, the mercenaries were on hand for each of the events purely by happenstance; an indicator that the Gods are looking out for us in my mind.

It was then that word was brought back that the halls of Khundrukar were again filled by orcs – a veritable army of them filled the ancient dwarven halls and the surrounding hills and woods. Given the recent turmoil in the city, Baron Euphemes decided to send a delegation to the orcs (which caused some consternation amongst the mercenaries – specifically the elven archer-woman) and negotiate some sort of short-term peace until the Duke of Corlean could decide upon a more long-term strategy.

Two days later the true nature of the horrors that gripped the city finally became apparent. Agents of the horror first tried to assassinate the mercenaries (ironically just after a victory celebration in their honor), presumably to both remove them and demoralize the populace. At the same time another band of agents attacked the temple of Latina, routing the priests and causing a pillar of fire to burn up through the roof. This pillar of flame was to last several days.

The next morning, in the wake of the assassination attempt and with the threat of the orcs of Khundrukar, the Baron announced the closure of the city and declared martial law until order could be restored. His edicts shut down the Market Square, closed the gates of the city, banned the carrying of weapons by all citizens, and called for an enrollment into the city militia. His blackest edict was the closure of the temple of Latina, citing the unwillingness of the clergy to protect the city during these dark times. Actions contrary to the announced edicts would bring the penalty of death. To punctuate the last, a skeletal giant with a scorpion-like tail appeared to emphasize the point. I have since been informed that the creature is called an osyluth and is party of the infernal hierarchy of the black hells; worse, that creature was not the only thing visiting us.

Again the mercenaries saved us and they risked not only the death sentence from the militia but the infernal creatures that now inhabited the city. The mercenaries persevered though and bravely decided to cut off the infernal support first, freeing the Temple of Latina from the pillar of hellfire and the infernal invaders.

After making their way through the city and defeating several other hellish creatures, the mercenaries, heroes rather, made their way to the Baron’s palace. Inside they found the Baron and the the creature I euphemistically describe as the horror. I’m told it was a great battle where the mercenaries fought this horror and its ogre wizard and the ensorclled baron. When it was done, the Baron was freed and the foul creatures were dead.

I've attached a drawing of the creature and we are awaiting an answer from the Mother Library to see if they will reopen the Blasingdale Library. Their help would be useful in trying to figure out what the creature was. The four tentacles that extend over its mouth (which is lamprey like) are capable of extending almost two feet. Note that the large eyes are completely pupiless also. Finally, it seemed to have some inborn witch-talents and spoke exclusively using just its minds. From the Relkian perspective it would be a nightmare witch come true. I hope there is no connection.

-------

Events have finally quieted down in our city, but we are still dealing with the aftermath. Fortunately for us, the horror that called itself Ghaerleth Axom was quite verbose when speaking with its ensorcelled servitors.

Most immediately there are the orcs of Khundrukar. They were the servitors of the Ghaerleth creature and had been brought to re-inforce its position. The deep-dwarves that the mercenaries met were wiped out by the orcs and their master and their halls are also occupied by the orcs. At best guess there are over two hundred of the orcs spread between two dwarf-defensible halls. However the Khundrukar halls have a known back passage.

The orcs do seem amenable to negotiation however. They are quite glad to be free of the influence of the creature and are disinclined to follow the deep tunnels back to their own lands. They seem open to a path of peace for now, and given the reports of the increased threats north of the High Mountains, I believe it would be best if the Corlean forces concentrate their activities there. True, the orcs will only strengthen their position in their captured halls, but I am starting to believe that these orcs have lost their taste for conflict.

The next worrisome item is actually the most troubling. Apparently the Ghaerleth creature was raving towards the end. It claimed to be fleeing from the depths of the earth. If the creature’s claims can be believed, it feared its brothers and their allies. Ghaerleth was building its own position of power in an effort to eventually confront its brothers attempts at dominating some unspecified vast area.

As we know from the dwarves there are large sections of tunnels and caves beneath us – how deep they go, how extensive they really are, we don’t know. I fear we may find out though. Ghaerleth’s notes indicated some long range plans against the Duchy of Corlean entire. What kind of threat was Ghaerleth preparing against that it needed a Duchy’s resources? Unfortunately not one of us can answer that question.

Almost as troubling was the creatures that desecrated the temple of Latina. They were led by Treshan priests. We still don't know how the Ghaerleth creature met with the priests of Tresh or what deal was struck. Unfortunately the corpses of the priests have refused to answer all questions from magical inquisitions.

Our final issue invloves the left over creatures from the infernal invasion. We believe all of the devils were killed or banished. However there are still reports of hell-tainted animals roaming the forests nearby and I fear there may still be a hell-tainted snake of legendary proportions beneath the city. The mercenaries confronted the creature while hiding from the Barons’ forces but only just managed to escape with their lives. I will contine to keep an ear out for mysterious disappearance in or near the sewers.

Loyally,
Dorun Twicoast
Herald of Blasingdale
 
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I've made a couple minor changes to the last post. Some editorial, but someone noted that I never actually gave a description of Ghaerleth and I left out one other minor detail.
 

Seravin said:
The mercenaries (see attached report) eventually found lost Khundrukar, some thirty miles north of Blasingdale. While the top level was inhabited by orcs the mercenaries managed to deal with them handily and indeed explored the entire complex within a period of a month – they even brought back the remains of a dark dragon...

I was sitting here reading and I kept thinking, "Man, these names sound familiar." But I couldn't place 'em. Then, of course, I remembered this module. It's the only pre-packaged one I've run in 3E, and my players and I enjoyed it immensely. I think so, at any rate.

I had to chuckle when you mention your own PC's selling off bits of the dragon. If I recall, I think my guys were unable to kill the brute. He's a tough little bugger, especially in his own environment. Kudos to your players!

Unfortunately there was some sort of mis-understanding and the mercenaries came into conflict with these [deep] dwarves...

Can't wait to see if this "conflict" has reprecussions for the soon-to-be joined (?) party. :)

I envy you and your two weekly sessions of gaming, Seravin! Good stuff!

D
 

Destan said:
I was sitting here reading and I kept thinking, "Man, these names sound familiar." But I couldn't place 'em. Then, of course, I remembered this module. It's the only pre-packaged one I've run in 3E, and my players and I enjoyed it immensely. I think so, at any rate.

Heh. I have fond memories running those first three modules, picking them apart and making them fit in my world. It didn't really take a whole lot of work to make it fit either. The designers did good.

Destan said:
I had to chuckle when you mention your own PC's selling off bits of the dragon. If I recall, I think my guys were unable to kill the brute. He's a tough little bugger, especially in his own environment. Kudos to your players!
Well, to be perfectly fair I probably didn't do the creature as much justice as it could have received. It was not a B.A.D.D. performance, but he was young and over-confident and territorial. Still even knowing there was some sort of dragon down there the players had to work for it.

Destan said:
I envy you and your two weekly sessions of gaming, Seravin! Good stuff!
Thank you! Praise is always good and praise from a writer whose works I read is just that much better. :)

It's an ugly week so far at work so the next update is going to be slow in coming, but I'll try and have it by Friday.
 
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Legends of the Orcs

What is an orc? Who you ask defines the answer you receive.
Ask many of the religious leaders in the Empire of Shtara (at least amongst the faiths of Latina and Sarath) and you will be told “Orcs are what happens when the forces of evil twist the forms of man and dwarf and elf”.
Ask a soldier who protects the northern communities against the occasional raids and hear “Savage, murderous beasts. If you find a dead one then it’s a good start.”
A compassionate person might wax “Creatures who were twisted in the beginning, but who still think and still have souls…souls which can be redeemed”.

There are other points of view of course, not the least of which belong to the orcs themselves. Only a few orcs have the time or the wit to consider such questions though, survival is usually tough enough.


Within the fallen dwarven stronghold known as Khundrukar, there is a vast cavern that the dwarfs first named “The Glitterhame”. Phospherescent patches glimmer faintly along the walls and ceiling while man size mushroom and puffball-like fungi cover the floor. An earthy smell of decaying and growing things fills the cavern.
With the sight granted the depth-faring races the cavern is both grand and solemn; a place within the earth that is almost holy. For those who bring the light of fire and magic the cavern fills with an almost celestial radiance as the light dances from the exposed crystal formations.

Centuries ago it was within The Glitterhame that the dwarfs of Khundrukar grew their food and on occasion gave thanks to Mother Tasa for the variety of the earth’s bounty.

Now it is within The Glitterhame that the orcs of the Spiked Skulls continue to grow their fare of fungus to supplement the times when meat is scarce. The females and the children live within the great cavern, providing the food for themselves and the warrior-males. It is a simple life but not particularly harsh in and of itself, and the females teach the young the traditions and stories and of their tribe.

It came to pass during the winter of Emperor Jaz’aldrin’s 32nd year that the orcs under Khundrukar learned of new stories. Tales of the strength of the orcs under the earth were told as well as the tales of the trickeries and lies of the dark masters. Perhaps most importantly, tales of The Five were also told. The Five of the Empire whose strength shattered the Bloodskull tribe and its fearsome masters.

In the cavern known as The Glitterhame, late at night after the warriors take their rest, the witch-priestess-orc called Garundaryek will sometimes tell the tale of the shattering of the Bloodskull tribe. She tells the tale and passes the lessons on to the next generation.

---

"The Bloodskull tribe was powerful.” Is what Garundaryek first tells the group in her harsh, grating voice. The hideous priestess is old and scarred, with one eye sewn shut. There are stories that pass between the older females, but they are never repeated when Garundaryek is near, for the priestess wears the claws of Luthic, razors attached to armbands that extend past her gnarled and twisted hands. Only the strongest of the females may wear the claws of Luthic.

When Garundaryek speaks the children and females turn from their activities to face her. “The Bloodskull tribe was strong.” Her yellow piercing eye seems to flash to their depth-born sight and pierce each of the listeners. Her voice does not raise; it does not need to.

“Seven hands of warriors, strong and fit, led in battle by the great-orc Garundzer, he with the blood of an ogre.” Garundaryek pauses briefly as if to measure her words. “Two powerful priests bore the will of Gruumsh to the chieftan of the tribe, Ogurkek. The Bloodskull tribe took what it wanted and went where it will.

Then the creatures came, tall and gangly like a human or an elf with skin like the bladder of an ogre – purple and tough. Only eyes for a face with tentacles for a mouth. The creatures came and spoke without words and the words were like lies fitted with truth. The creatures spoke of power and the priests who spoke with Gruumsh listened, for Gruumsh honors those who take power for themselves. The creatures spoke of favors and of gifts and Ogurkek listened, for Ogurkek wanted the powers of magic.

Weapons of power were given to the tribe and the Bloodskull warriors were soon without peer. Garundzer bore a great spear that slew many creatures when he charged on his battle-lizard. Likewise the chieftan and priests were given weapons of magic.” Garundaryek snorts with disgust as she mentions the weapons. “Beware the gifts of the tentacled things. Soon the priests heard not the will of Gruumsh, only the will of the creatures. Gruumsh does not care though as long as his priests are strong and in the service of the creatures the Bloodskull tribe gathered strength like a low point gathers water.

The creatures set the tribe to guard the caves of the bronze doors which led upwards to the surface. Soon after, the humans came bearing slaves. The slaves were for the creatures that spoke to the priests and the chieftan, but many slaves were given to the tribe. The tribe grew fat on the slaves brought by the humans; too fat.

Even humans do not like to be over-hunted. The human tribe known as the Empire sent their own hunters into the depths. The great bronze doors opened to them for they stole the keys that were given to the slave-bringers.

The humans were loud and they were clumsy and there was only five. Five humans opened the great bronze doors. Seven hands of warriors led by the strong Garundzer and his great spear were set against them.

The black hunting cat of human and elf blood sang a song of war and death. I heard the words and can repeat them. Terrible words they are and they strengthened the five with magic powers. The woman of human and elf blood called upon the creatures of the silver skies and brought forth a fearsome wolf. The human in metal stood within the great bronze doors and held the opening with the fast human with the steel sliver.

The humans held the door as the first two hands of warriors shot at them with the creature-gifted crossbows. The crossbows were strong and the first the Bloodskull tribe had ever seen. They were not enough. As the lizard-riders drew near the human-elf woman called upon the freezing snows and a terrible storm engulfed the warriors and mounts. It was not enough so the elfling called again. Let it be lesson, magic has no favorites.

Five hands of warriors guarded the great bronze doors and they shattered against the single hand of the Empire tribe. The humans are strong do not underestimate them. The humans are many, but they do not need them all.

After the warriors of the door were slain the humans went deeper into the caves of the Bloodskull tribe. In the cavern of the chieftan the hand of humans set themselves against the creature-led priests, the chieftan and his hand of guards.” Garundaryek spits. “It took the human hand longer to fight the five hands.”
The humans are blind in the dark but they bring light. The humans are soft, but they wear steel. Most of all, the humans are clever and wise. Ogurkek was not clever and he was not wise. He let the creatures think for him and now Ogurkek is dead.

The hand of the Empire tribe stood victorious over the bodies of the Bloodskull tribe. Its slaves were taken with the gold and magic; the humans are as greedy as any ogre. The humans also talk to things not like them – after the fight the earth creatures came and spoke quiet words with the humans. The humans were bid to leave and come back again later.

The humans are strange. In the last cave hid the females and children of the Bloodskull tribe. They were not killed and not made food. Instead, when the humans left, the survivors were taken away, for the females and children had no tribe to protect them.

That was earlier and this is now. We belong to the Spiked Skulls tribe now. We make the tribe stronger and we bring the tribe the wisdom we have learned. Beware the creatures with no face for if they bring power they also bring lies. They will bring no honor, only death. The opponents to fear are the tribe of the Empire they will fight with steel and magic and they will kill any set against them. They are worthy opponents.”
 

Very interesting perspective on that fight. I am really enjoying the perspective changes you are using when you tell the story.

Btw-I think that Ashimar Character rocks
 

Very cool. I like the orc perspective. Keep up the good work!

Last night, my group managed to track Carlanis to the Garlstone mines, bypassing huge heaping piles of plot! We stopped before the fight, since if I use the encounter as written it's a sure TPK against this group of 2nd-3rd level PCs.

-RedShirt
 

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