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<blockquote data-quote="Lylandra" data-source="post: 8007572" data-attributes="member: 6816692"><p><em><strong>Session 41 - At the icy end of the world</strong></em></p><p></p><p>As Grappa slowly uses his grip on Leone and slips back to sleep, we retreat to our office and discuss the information we just got from the Mind Maker. First, we talk more about the divine seal and how we could possibly break something that had been forged by a man who would later become a god. We play a bit with magical theory and the magnitude of force that might be necessary for such a feat, then suddenly both look at each other with a wide grin as we remember that we just gave what's basically a huge magical cannon to Harkover Lee.</p><p></p><p>So we immediately cast a sending spell to the Principal Minister and ask to maybe lend the Eye of Yeref for a little while. Unfortunately, Lee replies that the eye seems too unstable to handle for a non-dragon and that even he has his troubles with the old Tyrant's legacy. He sounds a bit bitter as he basically just had to confess that Gradiax' mastery of the Eye is way beyond him. We still thank him for this information and agree to analyze the Eye once we'll have more time to spare.</p><p></p><p><span style="color: rgb(65, 168, 95)">(Carlyle also suggested that we'd keep in mind that we could theoretically resurrect Yeref with the Eye should we ever stumble across resurrection magic of Testamenta's caliber. Which would usually be a really bad idea but could work as a last resort plan against the Obs.</span></p><p><span style="color: rgb(65, 168, 95)"></span></p><p><span style="color: rgb(65, 168, 95)">...and I guess “resurrecting Yeref” is on the same level of havoc as “waking up the Tarrasque”. Also, did you get that name from Zeref of Fairy Tail? Or is that just another coincidence?)</span></p><p></p><p>Next, we head to both the Archives and Pardwright Library to gather more information about Knütpara. We don't find much though and only learn that this might be a place in the Shawl mountains that had once been inhabited by a clan of giants who were disciples of the Demonocracy. But this info is based on little more than fairy tales and legends.</p><p></p><p>As we don't wish to rush into the unknown, we return to Leone/Grappa and try to get the Mind Maker to wake up once again as we need more first-hand information. Fortunately, Grappa returns to his senses and we ask him to contact the nameless Lich once again. After all, this all is part of a deal with the Lich, which means that the guy has some serious reason to get us to him in once piece.</p><p></p><p>Grappa is a bit surprised, but agrees for another mental exchange now that he knows he's safe in the RHC. So we let him cautiously out of the antimagic cell and let him perform his sendings. The Lich seems a bit amused that we'd use him as a navigation device, but Grappa manages to get some useful information from his contact: The Lich is located inside a cave in a glacial rift. He also mentions three towers which should be easy to spot: The Dragon Tower, the Outlook and the Elm Tower. Regarding the divine seal, he'd say that this should be some kind of nullification barrier.</p><p></p><p>We thank Grappa for his effort and bring him back to the antimagic cell. As we still got no clear image about the nature of the seal, we decide to take a closer look ourselves. But before we do that, we perform yet another round of information gathering on the Lich himself. By using really obscure sources, we find out that this guy was a frost giant himself who was no real member of the demonocracy (read: demon) but rather a profiteer who traded with magical service and information. He must have been quite rich and was addressed like a lord, but had tried to keep a low profile. This way, we deduce that this Lich just might have been some form of collateral damage when Triegenes summoned his meteor against Knütpara.</p><p></p><p><span style="color: rgb(65, 168, 95)">(we were pretty concerned that the Lich might have been the primary target and didn't want to risk setting an ancient demon lich lord free. After our encounter with Ashima-Shimtu we were really careful around anything remotely demonic)</span></p><p></p><p>As soon as we're sure that we won't just release an ancient evil feared by a god into the world, we agree to continue with Grappa's plan. So we teleport to Mirsk, the city closest to the Shawl mountains and continue our journey northwards from there. But before we head just out into the unknown, we visit the outskirts of Mirsk and ask the trappers and hunters from this area for directions. They direct us to small camps of their communities and explain that these folk occasionally trade goods with the frost giants to the north. So we follow their advice and buy some stuff the giants and the inhabitants of the encampments might be interested in (veggies, fruit, meat and grain). Oh and we also buy some cute woolly rhinos to ride and transport our wares.</p><p></p><p>It takes a while to travel through the cold lands of northern Drakr, but fortunately Margit is able to keep us warm with her weather and endurance spells. After a day, we reach one of the encampments and use our trading ambitions as an excuse for exchange. So while we offer the locals some of our wares and trade them for warm furs, we also ask them about legends of Knütpara as we are interested in meeting and trading with the giants. The hunters don't know much about giants, but lead us to their ancient fortune-teller who might know more about the dark legends of old.</p><p></p><p>Luckily, the old woman turns out to be both helpful and well-read and is able to provide us with some good hints on how to reach Knütpara safely. Still she warns us that the giants of Knütpara might be hostile to foreigners, unlike their simply wary kin who wander the northern wastes. She also mentions other “small strangers” who traveled into the same general direction a couple of weeks ago.</p><p></p><p>We guess that these guys might just be part of the Obscurati expedition Grappa mentioned and agree to be extra cautious as we don't know whether they and the giants would be allies or not. We also discuss the nature of Nicodemus and guess that he might have some kind of connection to the nameless Lich. After all, the soul transfer magic seems very similar to the possession ability of Nicodemus, at least on paper. Which could mean that Nicodemus might just be the soul of a powerful demon who is playing the very long game. A thought that makes us shiver despite Margit's spells.</p><p></p><p>So we follow the fortune-teller's instructions for two long days while relying on Margit's ever growing connection with nature to keep us safe from environmental hazards like sudden blizzards. Then, we finally find hints of habitation as we spot a giant patrol who are accompanied by what appear to be undead polar bears. We manage to avoid these guys, keep a low profile and follow their trail back to an icy gorge with three towers.</p><p></p><p>To avoid being seen, we turn invisible and proceed cautiously through the air. When we get closer to the rift's entrance, we spot some suspicious spears and find that they are emitting a magical aura. We examine them at a distance and discern that these must be alarm spears. Agreeing that these giants do have some well-developed security grid, we dispel those spears that are in our way and move deeper into the gorge.</p><p></p><p>This part of the rift is all tinted in a strange blue glow, which makes the area feel strangely peaceful and serene. A further examination reveals that there are several Wayfarer's Lanterns mounted to the walls of the rift which are emitting said light which also bears a planar signature. We're quite disturbed at the sight of so many lanterns, and even more so at the thought of the Obs' mastery of planar effects.</p><p></p><p>“Didn't think they'd have such a fast progress after we stole Luc's prototype” Auryn whispers while she's trying to examine the planar signature with the help of Gale's spell.</p><p></p><p>“Seems like someone has been busy making new ones. So much for our hope that Luc would slow down their progress.” Carlyle growls quietly.</p><p></p><p>As soon as we get that this blue light is quite harmless and simply connected to a pacifying effect, we open one of them and collect a sample of its blue fuel for later examination. Then, we sneak to the first junction in our path and hear voices of giants who appear to be singing songs. We sneak up to them and find a small group of giants sitting around a campfire in a giant cave. After watching them for a while, we do not find anything of value or interest with them, so we agree to leave them be. Oh and we spot that they got giant lice... which we avoid as well.</p><p></p><p>We move deeper into the gorge and find another junction. This time, we find a small cave with lots of clay jugs. Inside, we find lots of shards that appear to be harvested from meteors. Which seems only logical as soon as we spot a sign that reads “meteor deposit”. We guess that this might just be one of the Obscurati's main deposits for their original source of planar infused oil, so we decide to not let them continue using it.</p><p></p><p>After a short discussion, Carlyle gathers as much as his spell can carry and then teleports the jugs to his basement. He returns a minute later and repeats the process until all the jugs are safely stored in his home.</p><p></p><p><span style="color: rgb(65, 168, 95)">(With all that is stored, happened and will happen in his home, I'd really call that place your usual superhero hideout.)</span></p><p></p><p>After Carlyle is back for good, we move up the ramp to a level of higher elevation and find a giant open bathroom next to an iglu. Disgusted by the sight of giant excrement, we retreat from that place and move on to the three towers.</p><p></p><p>In the first of them, we find an inscription that reads “party” in abyssal and guess that this might have been a place where demons drunk their funky stuff or so. We also find some “loot” on the ground floor and guess that these items could have been placed there by the foreigners (read : the Obs). Besides a really old bottle of wine (guess who's interested in this find!), several coins, a golden candlestick and a ruby-clad mahagony board, we spot one newish looking rifle with an inscription. Taking a closer look, we see that this actually belongs to none else but Kvarty Gorbatiy!</p><p></p><p>We take the rifle to examine it a bit more and find that this is “Reason”, the diplomatic rifle and have a good laugh at the fitting name. But in the very same moment we're also worried that our dearest sniper might have gotten into big trouble again.</p><p></p><p><span style="color: rgb(65, 168, 95)">(Speaking of Reason... this is one hell of an item and we were quite sad to not being able to keep it. Because it would have been a perfect fit for our more diplomatic approach and this was a unique item, so no real chance of reproducing the effect. And no, stealing from Kvarty wasn't an option.)</span></p><p></p><p>So we keep an eye open for the dwarf all while being anxious that he might have found his “icy end” right here. On our way, we come across a giant patrol which Carlyle stabs out of reflex. We do our best to seat the poor dead guy in a corner where he's placed as if he's fallen asleep.</p><p></p><p>We continue and finally reach a room that looks very much like an Ob laboratory. The two researchers, Gangenwieck and Thornsenkertz look as surprised as we are at our sight and they immediately plead for their lives as the giants took them prisoner. Unfortunately, they don't know jack about what's actually going on in Knütpara and can only tell us that they were supposed to sample, extract and make experiments with meteor shards.</p><p></p><p>We tell them that we're not exactly on their team, but promise to rescue them from the evil giants. If they agree to tell us everything they know. So they tell us about the other Ob agent, a mage named Baldur who's been hired as a security. Regarding the Lich, they have never seen him, but Baldur warned them to never go closer to the icy wall this vile creature is trapped in.</p><p></p><p>Being content with their answers, Carlyle apologizes for his next move and then knocks them both out with the pummel of his kukris before placing both of them in the Absurdist's web.</p><p></p><p><span style="color: rgb(65, 168, 95)">(told you this thing was really heavensent. Rarely ever seen an item that universally useful. Also, are Gangenwieck and his friend a reference to Rosenkrantz and Güldenstern of Hamlet? You do know that they translate to “rosary” and “golden star”, right? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />)</span></p><p></p><p>Armed with this information, we go on a search for said Baldur and find him in the next tower. This blonde mage is accompanied by a faithful magic hound, but is nonetheless easily overpowered once we get into close range of him. We knock him out and briefly place him in the Web (to get rid of the hound) only to release him in a safe place, tie him up and interrogate him.</p><p></p><p>Being disconnected with the Ob for so long, Baldur appears to be quite talkative and willing to bargain for his life. He can tell us that there are prison cells down below where they keep 30 prisoners from Trekholm who were basically used as guinea pigs for their Lantern research project to examine the effects of different planar oils. Besides that, they were also quite useful for harvesting more meteorites.</p><p></p><p>“I see. And I don't really get what would separate the oh so 'honorable' Obscurati from the slavery of the demonocracy right now.” Auryn states, full of disgust on what she just heard.</p><p></p><p>Baldur replies that he's sorry, but we get that he's only paying lip service instead of feeling remorse. We also guess that there might be a connection to Zoltan, the dwarf who's been involved in the Drakran prisons and lighthouses and who met with Luc Jierre.</p><p></p><p>The mage also tells us about the true “boss” of Knütpara, a giant called the Khangitche who's usually hanging out in the lookout tower.</p><p></p><p><span style="color: rgb(65, 168, 95)">(This one we got initially wrong and thought he was a Khan whose name is Gitche)</span></p><p></p><p>Regarding Kvarty, Baldur tells us that yes, they found a dwarf of that name sneaking around the caverns. Who got caught and imprisoned, while his rifle was thrown into the “loot” chamber. This much info feels just enough for the moment, so we KO Baldur and place him in the web again. We then search his room more thoroughly and find egg shells of dragon eggs, dragon teeth and several books that refer to methods of raising dragons. So we really hope that we'll find no undead ice dragons with said Khangitche.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 8007572, member: 6816692"] [I][B]Session 41 - At the icy end of the world[/B][/I] As Grappa slowly uses his grip on Leone and slips back to sleep, we retreat to our office and discuss the information we just got from the Mind Maker. First, we talk more about the divine seal and how we could possibly break something that had been forged by a man who would later become a god. We play a bit with magical theory and the magnitude of force that might be necessary for such a feat, then suddenly both look at each other with a wide grin as we remember that we just gave what's basically a huge magical cannon to Harkover Lee. So we immediately cast a sending spell to the Principal Minister and ask to maybe lend the Eye of Yeref for a little while. Unfortunately, Lee replies that the eye seems too unstable to handle for a non-dragon and that even he has his troubles with the old Tyrant's legacy. He sounds a bit bitter as he basically just had to confess that Gradiax' mastery of the Eye is way beyond him. We still thank him for this information and agree to analyze the Eye once we'll have more time to spare. [COLOR=rgb(65, 168, 95)](Carlyle also suggested that we'd keep in mind that we could theoretically resurrect Yeref with the Eye should we ever stumble across resurrection magic of Testamenta's caliber. Which would usually be a really bad idea but could work as a last resort plan against the Obs. ...and I guess “resurrecting Yeref” is on the same level of havoc as “waking up the Tarrasque”. Also, did you get that name from Zeref of Fairy Tail? Or is that just another coincidence?)[/COLOR] Next, we head to both the Archives and Pardwright Library to gather more information about Knütpara. We don't find much though and only learn that this might be a place in the Shawl mountains that had once been inhabited by a clan of giants who were disciples of the Demonocracy. But this info is based on little more than fairy tales and legends. As we don't wish to rush into the unknown, we return to Leone/Grappa and try to get the Mind Maker to wake up once again as we need more first-hand information. Fortunately, Grappa returns to his senses and we ask him to contact the nameless Lich once again. After all, this all is part of a deal with the Lich, which means that the guy has some serious reason to get us to him in once piece. Grappa is a bit surprised, but agrees for another mental exchange now that he knows he's safe in the RHC. So we let him cautiously out of the antimagic cell and let him perform his sendings. The Lich seems a bit amused that we'd use him as a navigation device, but Grappa manages to get some useful information from his contact: The Lich is located inside a cave in a glacial rift. He also mentions three towers which should be easy to spot: The Dragon Tower, the Outlook and the Elm Tower. Regarding the divine seal, he'd say that this should be some kind of nullification barrier. We thank Grappa for his effort and bring him back to the antimagic cell. As we still got no clear image about the nature of the seal, we decide to take a closer look ourselves. But before we do that, we perform yet another round of information gathering on the Lich himself. By using really obscure sources, we find out that this guy was a frost giant himself who was no real member of the demonocracy (read: demon) but rather a profiteer who traded with magical service and information. He must have been quite rich and was addressed like a lord, but had tried to keep a low profile. This way, we deduce that this Lich just might have been some form of collateral damage when Triegenes summoned his meteor against Knütpara. [COLOR=rgb(65, 168, 95)](we were pretty concerned that the Lich might have been the primary target and didn't want to risk setting an ancient demon lich lord free. After our encounter with Ashima-Shimtu we were really careful around anything remotely demonic)[/COLOR] As soon as we're sure that we won't just release an ancient evil feared by a god into the world, we agree to continue with Grappa's plan. So we teleport to Mirsk, the city closest to the Shawl mountains and continue our journey northwards from there. But before we head just out into the unknown, we visit the outskirts of Mirsk and ask the trappers and hunters from this area for directions. They direct us to small camps of their communities and explain that these folk occasionally trade goods with the frost giants to the north. So we follow their advice and buy some stuff the giants and the inhabitants of the encampments might be interested in (veggies, fruit, meat and grain). Oh and we also buy some cute woolly rhinos to ride and transport our wares. It takes a while to travel through the cold lands of northern Drakr, but fortunately Margit is able to keep us warm with her weather and endurance spells. After a day, we reach one of the encampments and use our trading ambitions as an excuse for exchange. So while we offer the locals some of our wares and trade them for warm furs, we also ask them about legends of Knütpara as we are interested in meeting and trading with the giants. The hunters don't know much about giants, but lead us to their ancient fortune-teller who might know more about the dark legends of old. Luckily, the old woman turns out to be both helpful and well-read and is able to provide us with some good hints on how to reach Knütpara safely. Still she warns us that the giants of Knütpara might be hostile to foreigners, unlike their simply wary kin who wander the northern wastes. She also mentions other “small strangers” who traveled into the same general direction a couple of weeks ago. We guess that these guys might just be part of the Obscurati expedition Grappa mentioned and agree to be extra cautious as we don't know whether they and the giants would be allies or not. We also discuss the nature of Nicodemus and guess that he might have some kind of connection to the nameless Lich. After all, the soul transfer magic seems very similar to the possession ability of Nicodemus, at least on paper. Which could mean that Nicodemus might just be the soul of a powerful demon who is playing the very long game. A thought that makes us shiver despite Margit's spells. So we follow the fortune-teller's instructions for two long days while relying on Margit's ever growing connection with nature to keep us safe from environmental hazards like sudden blizzards. Then, we finally find hints of habitation as we spot a giant patrol who are accompanied by what appear to be undead polar bears. We manage to avoid these guys, keep a low profile and follow their trail back to an icy gorge with three towers. To avoid being seen, we turn invisible and proceed cautiously through the air. When we get closer to the rift's entrance, we spot some suspicious spears and find that they are emitting a magical aura. We examine them at a distance and discern that these must be alarm spears. Agreeing that these giants do have some well-developed security grid, we dispel those spears that are in our way and move deeper into the gorge. This part of the rift is all tinted in a strange blue glow, which makes the area feel strangely peaceful and serene. A further examination reveals that there are several Wayfarer's Lanterns mounted to the walls of the rift which are emitting said light which also bears a planar signature. We're quite disturbed at the sight of so many lanterns, and even more so at the thought of the Obs' mastery of planar effects. “Didn't think they'd have such a fast progress after we stole Luc's prototype” Auryn whispers while she's trying to examine the planar signature with the help of Gale's spell. “Seems like someone has been busy making new ones. So much for our hope that Luc would slow down their progress.” Carlyle growls quietly. As soon as we get that this blue light is quite harmless and simply connected to a pacifying effect, we open one of them and collect a sample of its blue fuel for later examination. Then, we sneak to the first junction in our path and hear voices of giants who appear to be singing songs. We sneak up to them and find a small group of giants sitting around a campfire in a giant cave. After watching them for a while, we do not find anything of value or interest with them, so we agree to leave them be. Oh and we spot that they got giant lice... which we avoid as well. We move deeper into the gorge and find another junction. This time, we find a small cave with lots of clay jugs. Inside, we find lots of shards that appear to be harvested from meteors. Which seems only logical as soon as we spot a sign that reads “meteor deposit”. We guess that this might just be one of the Obscurati's main deposits for their original source of planar infused oil, so we decide to not let them continue using it. After a short discussion, Carlyle gathers as much as his spell can carry and then teleports the jugs to his basement. He returns a minute later and repeats the process until all the jugs are safely stored in his home. [COLOR=rgb(65, 168, 95)](With all that is stored, happened and will happen in his home, I'd really call that place your usual superhero hideout.)[/COLOR] After Carlyle is back for good, we move up the ramp to a level of higher elevation and find a giant open bathroom next to an iglu. Disgusted by the sight of giant excrement, we retreat from that place and move on to the three towers. In the first of them, we find an inscription that reads “party” in abyssal and guess that this might have been a place where demons drunk their funky stuff or so. We also find some “loot” on the ground floor and guess that these items could have been placed there by the foreigners (read : the Obs). Besides a really old bottle of wine (guess who's interested in this find!), several coins, a golden candlestick and a ruby-clad mahagony board, we spot one newish looking rifle with an inscription. Taking a closer look, we see that this actually belongs to none else but Kvarty Gorbatiy! We take the rifle to examine it a bit more and find that this is “Reason”, the diplomatic rifle and have a good laugh at the fitting name. But in the very same moment we're also worried that our dearest sniper might have gotten into big trouble again. [COLOR=rgb(65, 168, 95)](Speaking of Reason... this is one hell of an item and we were quite sad to not being able to keep it. Because it would have been a perfect fit for our more diplomatic approach and this was a unique item, so no real chance of reproducing the effect. And no, stealing from Kvarty wasn't an option.)[/COLOR] So we keep an eye open for the dwarf all while being anxious that he might have found his “icy end” right here. On our way, we come across a giant patrol which Carlyle stabs out of reflex. We do our best to seat the poor dead guy in a corner where he's placed as if he's fallen asleep. We continue and finally reach a room that looks very much like an Ob laboratory. The two researchers, Gangenwieck and Thornsenkertz look as surprised as we are at our sight and they immediately plead for their lives as the giants took them prisoner. Unfortunately, they don't know jack about what's actually going on in Knütpara and can only tell us that they were supposed to sample, extract and make experiments with meteor shards. We tell them that we're not exactly on their team, but promise to rescue them from the evil giants. If they agree to tell us everything they know. So they tell us about the other Ob agent, a mage named Baldur who's been hired as a security. Regarding the Lich, they have never seen him, but Baldur warned them to never go closer to the icy wall this vile creature is trapped in. Being content with their answers, Carlyle apologizes for his next move and then knocks them both out with the pummel of his kukris before placing both of them in the Absurdist's web. [COLOR=rgb(65, 168, 95)](told you this thing was really heavensent. Rarely ever seen an item that universally useful. Also, are Gangenwieck and his friend a reference to Rosenkrantz and Güldenstern of Hamlet? You do know that they translate to “rosary” and “golden star”, right? :D)[/COLOR] Armed with this information, we go on a search for said Baldur and find him in the next tower. This blonde mage is accompanied by a faithful magic hound, but is nonetheless easily overpowered once we get into close range of him. We knock him out and briefly place him in the Web (to get rid of the hound) only to release him in a safe place, tie him up and interrogate him. Being disconnected with the Ob for so long, Baldur appears to be quite talkative and willing to bargain for his life. He can tell us that there are prison cells down below where they keep 30 prisoners from Trekholm who were basically used as guinea pigs for their Lantern research project to examine the effects of different planar oils. Besides that, they were also quite useful for harvesting more meteorites. “I see. And I don't really get what would separate the oh so 'honorable' Obscurati from the slavery of the demonocracy right now.” Auryn states, full of disgust on what she just heard. Baldur replies that he's sorry, but we get that he's only paying lip service instead of feeling remorse. We also guess that there might be a connection to Zoltan, the dwarf who's been involved in the Drakran prisons and lighthouses and who met with Luc Jierre. The mage also tells us about the true “boss” of Knütpara, a giant called the Khangitche who's usually hanging out in the lookout tower. [COLOR=rgb(65, 168, 95)](This one we got initially wrong and thought he was a Khan whose name is Gitche)[/COLOR] Regarding Kvarty, Baldur tells us that yes, they found a dwarf of that name sneaking around the caverns. Who got caught and imprisoned, while his rifle was thrown into the “loot” chamber. This much info feels just enough for the moment, so we KO Baldur and place him in the web again. We then search his room more thoroughly and find egg shells of dragon eggs, dragon teeth and several books that refer to methods of raising dragons. So we really hope that we'll find no undead ice dragons with said Khangitche. [/QUOTE]
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