Dragon's Last Flight

Chapter 11: Sharn Express
By Train...Its the only way to travel...'cept when its held up by a big ass dragon..

Characters: Cid, Basta, Belthazar, Fayde
Game Date: 12/06/11
Khorvaire; Lightning Rail
Nymm 10, 998YK

Plot Overview:

  • Scathe’s been gone a few days and the team decides to go find him.
  • Head to Korth to catch the train.
  • On the way you discover an empty Throp. (Smaller than a village…on its BEST days the population would be 70)
  • Thorp is too quiet, do some investigating; ambushed by a group of goblins
  • Goblins are working for someone not there. Communicating through an orb of some kind.
  • Take a beating but manage to kill the goblins. Bury the townsfolk as best you can on a Pyre and raze the village to allow for a rebuild should any pioneer take it on.
  • Take the Orb with you.
  • Catch the Lightning Rail from Korth in Karrnath to Sharn in Breland.
  • Trip is fairly uneventful until you are a few hours out of Sharn.
  • Train goes off the tracks as it is attacked by a Black Dragon.
  • It is a sibling of Skatharilarn. And has called revenge on the Party.
  • The dragon destroys the rail car and mauls the party until it is seriously injured. It is about to fly away when Fayde insults its honour and parentage spurring on its need for revenge and it comes back.
  • The team takes it down.
  • They are congratulated by the few surviving House Orion Guards and the few passengers left alive particularly one named Tarck d’Cannith.
  • Tarck rains down praise on the party and asks for the dragon. The PCs grant it as what are they going to do with it.
  • Replacement train is sent to retrieve the survivors and to drop off crews to clear the carcas and conduct repairs on the line.
  • House Orion pays the party 250 Gold each and pays for their stay at one of the New Colour Animal Inns in Sharn.

Memorable lines:

UnAnswered Questions:

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Chapter 10: Maddening Nights
If a tree goes crazy in the forest...can we burn it?

Characters: Basta, Fayde, Scathe
Game Date: 05/06/11
Karrnath; WinterHaven
Dravago 5, 998YK

Plot Overview:

Winterhaven was not the first settlement in the region, over the last severla hundred years there have been forays into the Northern parts of Karrnath, none took hold. Weather, Harsh Conditions, Infertile Land, Claims of Madness.

Over the last 4 years there have been many more serious attempts by King Kaius III to again establish a setttlement int he North. The new magma flows allowed this. None the less although the weather is now less of a concern the madness that has attacked som of the older failed settlements has still been known to come from the Icewood that sits on the Eastern borders of the new town.

  • Belthazar is sick and in the infirmary at the Guardhouse
  • Cid has gone out to search for Zaine as he has not heard from him in a couple weeks.
  • New people coming into the city all the time. One such individual is a Warforged looking for Gaul claiming to be searching for the same tome that Gaul was searching for that was so dangerous.
  • Meets Scathe and Fayde and explains to them his history in a nutshell and what he wants to achieve with the tome.
  • While he is trying to convince the two most suspicious member of the party they are interrupted by a comotion in the town square. There has been a Madborn come into the city and is now subdued.
  • The three work indepednantly (at first) to find out what/who the creature is and who may be responsible.
  • Their inquiries lead them to:
    • Basta – that the magic is akin to modern day radiation poisoning of raw/pure magic on the person
    • Fayde – that there is some credibility to the myths and stories surronding the MadStone and this is most likely a connection
    • Scathe – discover new shipments of Aundairi, Breelish, and Clan Boromor weaponry has been coming into the city on a regular basis without Uncle Yari knowing about it.
  • They confront the man resposible for the weapon smuggling and discover it is Karrson. They lose him in the ensuing battle.
  • They do meet up again with Harold (See Hoshnack) when he bursts from one of the crates and fights them until he gets bored and he and Fayde recognize eachother.
  • They manage to track down a wounded Madborn in the Icewoods and eventually find the MadStone.
  • It is a “corrupted” Khyber Dragonshard the size of a small hut. For lack of abetter tern it has been poisoned by something and is giving off waves of power that drives anyone or thins within it crazy and grants almost a hive mind, which may be the source of some of the crazy.
  • After fighting off the creatures the MadStone had infected they created a plan on what to do with said stone
  • Final decision on that is pending.

Memorable lines:

  • “A Halfling! Not quite as smart as a Gnome and twice as sneaky” – Basta to Fayde when he first met him.
  • “Maybe I’m being a Gnome and just over thinking this…” – Basta (don’t remember the context)
  • “Hey Dryad! Looks like the Leaves don’t match the Lichen” – One (or all three of the group) insulting the MadStone Dryad that was attacking them

UnAnswered Questions:

  • What are you doing with the stone?
  • What created the MadStone?
  • What has become of Karsson again?
  • Who is shipping the weapons? Who benefits from a rebellion in WInterhaven? Especially when it is doing so well.
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Chapter 9: Tarnished Silver
It's just a little grimy...you can get it off right?

Characters: Cid, Scathe, -Belthazar-, Fayde, Guest GM: Asher
Game Date: 29/05/11
Thrane; Flamekeep
Eyre 15, 998YK

Plot Overview:

  • Upon returning to Thrane from Gasuroth you are met up with an old cleric of the flame.

Memorable lines:

UnAnswered Questions:

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Chapter 8: Friendship, Family, Faith
Love, Pray, & Stab the Baddie Thrice

Characters: Cid, Scathe, -Belthazar-, Fayde, Gaul
Game Date: 22/05/11
Aundair; Gasuroth
Eyre 11, 998YK

Plot Overview:

  • In gratitude for helping to save the tower House Lyrandar gives you a trip on one of their airships where you would like to go. Cid, realizing that it will soon be Initiation Day, convinces you all to join him to watch the Graduation ceremonies of the new recruits.

Memorable lines:

UnAnswered Questions:

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Chapter 7: Fayding Visions
Visions and Bad Guys and Secrets. OH MY!

Characters: Cid, Scathe, -Belthazar-, Fayde, Gaul
Game Date: 15/05/11
Q’Barra; Somewhere SSW of Whitecliff
Therendor 20, 998YK

Plot Overview:

  • Gaul has been coming back during his free time and has been pushing his talents with rituals. He has been expanding on the knowledge he has in them to increase the effectiveness of one to rebuild the mansion with. It has been working well.
  • Cid’s friend Zane has left Winterhaven to follow the path of a lost paladin from legend. He promised to keep in touch with Cid and when he returns want to work with Cid to build a church/temple to the Silver Flame that is permanent in Winterhaven.
  • Fayde has continued to work in the bar gathering stories and the odd coin.
  • Belthasar has met with the unit leader of the Karrnathi garrison who has arrived in the city and has become an adviser to them.
  • Scathe continues to invest in the port guild. And has befriended the Gnome who is the head of the Guild. Uncle Yari
  • Veln shows up for the first time since The Lhazaar Principalities with a few answers as to where he was and a job for the team. He requires them to go out and retrieve a Prophecy Mark that has appeared in Q’Barra.
  • When asked why he can’t go he implied that the journey and quest would be too difficult for him. The characters who are studying him notice that he looks exponentially older and worn down than he did two months ago when you first met.
  • Scathe brings up payment; Veln brings up the fact that he rescued them from the pirates and the money spent on them to re-equip themselves and have a few nights in the CA Inn in Regalport while he had other matters to attend to.
  • Purple gives group a large dragon shard to lead them to and copy/capture the mark, and a ritual of teleportation and explains that it only works from one point to another and only works coming back from the same spot.
  • Once prepped and equipped the team heads through the portal. While Fayde and feels a little queasy on exiting he manages to keep his food down.
  • They near a city and Fayde starts to have Deja Vu to the point of paranoia. Then it hits him. This was the village where his nightmare happened in his youth and where he decided to hide his true identity from the world.
  • They head to the tavern to get their berrings and make a plan. The others notice Faydes paranoia increasing beyond that of Scathes even.
  • Scathe simply watches with increased interest and Fayde watches a bard walk out on stage in the tavern and starts to play. Fayde goes white as if he has seen a ghost and starts to insist on going.
  • Faydes eyes meet the bard’s and his fear and shock are confirmed. It is Morior (Spelling). The one who taught Fayde everything he know and who was left behind when Fayde’s secret was realized over a very long winter. They have a breif conversation and Fyade leaves when Morior goes behind the stage for a few minutes, eager to forget the past and to continue on with the mission at hand.
  • The team travel for a better part of the morning into the jungle forest of Q’Barra, they are following the directions being pointed out by the shard that was given to them by Veln.
  • Mid-day they encounter a Drake that they realize has been tortured. It can talk simple words and sentences. It tells them breifly that it has been tortured by a Dragonborn who has taken control of an old and powerful tower on the other side of the mountain ridge. It expects to die, Cid practices some exceptional healing and allows the Drake to leave, Fayde names him Skaar.
  • They eventually break through the tree line and continue up a small mountain ridge. As they rise the crest of the mountain they see
    Fallen tower
  • They come down the side on the inside ridge of the valley and they come across an old statue of a Dragonborn Warrior. They look around and see a series of these statues spaced out every 40 ft around the ridge of the valley.
  • As they approach the statue an apparition emerges from the statue and warns them to turn back. After some prodding the ghost shares that a new warrior is in charge of the fallen tower (torn asunder by its fall and the main bit is still floating in the air. The ghost has to, due to sworn duty, follow the commands of the steward carrying the name of the tower, so she reluctantly attacks along with other spectral warriors and skeletons
  • They defeat the Specter and he minions and continue on to the Floating tower.
  • It has been a good day and does not stop there. They manage to sneak into the valley unseen by the group of Dragonborn Guards set to watch from different areas around the floating tower.
  • They manage to get into the tower and head down into its main hall. They find the Dragonborn responsible for the torture of the Drakes in the middle of one of his twisted rituals. There is a Drake being tortured inside the Dragon Prophecy Mark that the group has been sent to find.
  • They defeat the Dragonborn, toss the shard into the mark trapping it and freeing the Drake, and reveil to Vrak (The Specter from the Statue) that the Dragonborn is fake, and not of the house that she is and he has no claim over this place. She goes mad and starts to bring the place down. * The team escapes with the shard and returns home avoiding Fayde’s village

Memorable lines:

UnAnswered Questions:

  • Why did Fayde avoid the town so much?
  • What is the history behind a floating tower in Q’Barra
  • What happened to the Dragonborn Impersonator?
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Chapter 6: Build Me A Tower And I'll Fly a Ship To It
A pessimist complains about the wind, an optimist hires House Lyrandar to change them

Characters: Cid, Scathe, -Belthazar-, Fayde, Gaul
Date: 8/05/11
Karrnath; WinterHaven
Therendor 12, 998YK

Plot Overview:

  • The group have been welcomed into the town as residents. While not sanctioned by the crown they are the best equipped to help out should anything arrise until the Garrison that has been sent from the capital arrives
  • They have been there a couple weeks getting their new home they found in the woods to the west of the town (see: Chapter 4 Part 1 and Part 2) in order. Considerring forming a “company” to seek out adventure and be all around awesome heroes for the right price type thing.
  • Cid has befriended a young, new, Paladin named Zaine who is filled with faith and fresh from training in Thrane off to spread the word of the Flame.
  • Scathe has started to invest and make contacts within the Porters Guild on the docks.
  • Fayde starts to hang out at the local Colour Animal Inn sharing and revelling in the stories the new travellers are bringing in and making a little coin on the side.
  • Gaul has made friends with G’Tar the Apocothary that is new to town, being a Minotaur, he and Gaul share the reputation for begin the two very distinctive oddities within the city.
  • New to the city is a House Lyrandar representative, Nandir, who has been commissioned by the House, with the permission of the Crown, to build a new Airship Tower/Dock.
  • Ahziz, who has now set off on his [[Interlude: Ahziz’s Story | own]], is also in town. He has been hired by the House to supply the materials and some of the workers for the tower. He asks the group to act as guards till the garrison arrives.
  • Time goes by and construction starts, then one early morning, before the sun has risen, when Belthzar and Gaul are on watch and there is activity within the tower. While investigating, Gaul hears a noise in the forest and starts to throw some of the building bolts into the forest, lighting them with a spell as they fall. the Effect is quite cool, yet it reveals nothing. Then the parapet they are standing on gives way and massive damage is done to the tower.
  • By all first accounts the damage appears to have been done by the two. Over the course of the next couple weeks more and more “accidents” occur and the blame falls way from Gaul and Bel. Then the blame fell to Ahziz for bringing in faulty product. Ahziz convinced the group that he was NOT the culprit.
  • Nandir comes to Ahziz’s defence and shifts the blame then to Karsson, the foreman hired by Ahziz to hire a crew for the tower back in Sharn.
  • Gaul and Scathe break into Karsson’s House. It was not Scathe’s best moment, though through a fantastic trip and fall inside the house, finds a crest/marker of the Boromar Clan.
  • Scathe remembers back to Sharn when he was meant to be recruited into the Boromar Clan by the only person he considered a friend at the time, Scathe ends up betraying his friend to their original “mafia” and the friend is taken away. When he asked, he was told that his friend was ‘dead to them’.
  • Meanwhile Belthazar, Cid, and Fayde had been hearing rumours of a rebellion. Citizens are suddenly becoming unsatisfied, both with Karrnath and House Lyrandar building a tower there. There had been some out spoken individuals before now against the House, as there always is when they are involved, yet not this militarily.
  • After a heated and very public shouting match between Nandir and Belthazar, which draws a crowd, over whether the House should maybe just pack up and leave rather than stirring the pot so to speak, is eventually mediated by Fayde, the team tries to piece what they know, or rather don’t know, together.
    • While it is very possible that Ahziz is at least partly responsible, the chances of Karsson being involved are greater due to the tie in with Boromar Clan.
      • Someone is shipping in Weapons
      • Someone is sabotaging the Tower
      • Someone is trying to blame them
      • Someone is inciting rebellion…or at least a more rebellious attitude.
  • While trying to sort it all out at the local Colour Animal Inn the town alamr bell is sounded by someone. Everyone scatters and the heroes rush off
  • It is Karsson at the bell, He squares off with Scathe who finally calls him on his Boromar Clan affiliation. Karsson laughs in that “you think you know whats going on but you don’t and I’m crazy” kind of way then says a quick incantation and his true identity is revealed. It is Scathes friend. He looks like he had been beaten very very badly and is held together by sheer hatred and will power.
  • When Scathe calls him by his original name he replies “That man died when he was betrayed by his only family (implying that he was that close to Scathe), that man would have felt sorry for whats coming for you. This man…this man felt sorrow when he learned you were never found at the end of the war, and has joy in his heart now that you are so he can kill you himself.”
  • He says that it is Scathes fault and that he now knows where Scathe is after losing him all those years ago. And that despite this setback he and his friends can not stop what is coming.
  • He also reveals that Scathe’s involvement in all this has been coincidental and that it is not the reason he was sent here.
  • With that the group is attacked by monsters and rebelling townsfolk alike.
  • The tower is bombarded by rockets, yet it stands for the most part.
  • The group fends off the attack and quells those who rebeled without resorting to their deaths, the monsters were not so lucky.
  • In the fray Karsson escapes.

Memorable lines:

  • “Remember to use a lot of I FEEL words when you talk to him” – Fayde to Belthazar before he gets into the fight with Nandir
  • “I FEEL LIKE IS SHOULD BLOW UP THE TOWER MYSELF!” – Bethazar following Fayde’s instructions in the middle of the same arguement

UnAnswered Questions:

  • Who hired or sent Karsson?
  • Where is he now?
  • Why are their Weapons from Aundair, Breland, and the Houses?
  • Why is Nandir such a douche?
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Chapter 5: Flash From The Past - Taking the Talon
We Came, We Saw, We Kicked the Dragon's Butt!

Characters: Cid, Scathe, -Belthazar-, Fayde
Date: 01/05/11
Breland; Wroat
Rhaan 17, 991YK

Plot Overview:

  • With Gaul heading outside the Pass to watch for anyone coming or going, now that you know there is or was another team, the rest of the team heads down further into the Pass.
  • You leave the room with the “Orge” (see Orc that gave you a whompin) and head in to the next one. As you enter you are pelted with shots from Kobolds up on a ledge at the far end of the next room.
  • The team ducks behind columns and at the same time find a severely injured Orc who has been left behind by his team.
  • Fayde (rolls 20) and befriends The Orc who is named Hoshnak, which Fayde translates as Harold.
  • While fighting off the Kolbold Slingers two bigger sword fighter Kobolds enter the room and start to knock you around. “Harold” stays out of the fighting till he is healed a bit between Fyade and Cid. he takes out of the Slingers then retreats.
  • You are confronted by two more shield fighters and take them out, a third Kobold who has some bigger powers breathes some acid on Belthasar from the back and up on another ledge.
  • There is a curtain hanging in between the two rooms. When you defeat the two Shield Kobolds the more powerful one takes off into the other room through a hole on the ledge.
  • Fayde asks/tells Harold to go through the curtain. The PCs regroup as the curtain falls back into place, heal and search the room; Scathe finds some treasure.
  • They go into through the curtain and find Harold sitting happily and playing with two, now dead, Kobolds. Their heads flop with the broken necks and one looks like his head has a dent in it. There are stairs at the end of this room. Harold stays behind to play and the PCs head down the stairs.
  • Belthasar was the first down the stairs and entered the room at the bottom slowly. Peeking around the corner first? He sees a small drake and throws a rock to distract it. The Drake looks over and two more stick their head out from behind a curtained area outside.
  • The group fight off the Drakes and finish them off.
  • They start to spread throughout the room and Scathe stops them. There is a glowing green statue flanked by two large arbalesters
  • They step forward cautiously and the Arbalesters start firing off. Belthasar surges forward to try to take the brunt of the hits so the others can get through a door at the side of the room.
  • The plan works for one of the constructs and it focuses in on him.
  • Scathe makes it to the door and gets it open Fayde goes through first and checks for traps.
  • The gang move VERY quietly down to the end of the hall and find nothing, they head back to the only exit from the tunnel they see and find a massive cavern two things in it, A pool of water and a dragon lounging at its side.
    Skatharilarn
  • The EPIC BATTLE ENSUES. The Group comes at Skatharilarn hard and is repelled fairly easy.
  • Skatharilarn does not give in easy and the battle drags on. The Group’s beat down until a might killing blow from the Bard?
  • Skatharilarn goes down hard, Cid has to dodge from his head coming down.
  • More Treasure is found, along with the Jade Chalice.
  • The Chalice is returned to Lord Fargo, who sends you on missions for the next 3 years

Memorable lines:

  • “He looks like a Harold” – Fayde to the rest of the team when he tells them the name of his new Orc friend
  • “Your babies were tasty” – Fayde to the Dragon Skatharilarn in a baritone voice during the attack

UnAnswered Questions:

  • What ever happened to Hoshnak?
  • What does the Jade Chalice do?
  • What other Missions did you go on?
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Chapter 4b: I Know What You Did Last Night
You know when you go to bed early and you miss something big? Ya...This isn't one of those times...

Characters: Cid, Scathe
Date: 30/04/11
Karrnath; WinterHaven
Therendor 9, 998YK

Plot Overview:

  • Cid and Scathe wake to a ruckus being made in the Inn. They go to investigate a bit and find that their team mates have not only left with out them but have brought a frantic/manic/and badly beaten guy back to the Inn for the local Cleric to help
  • They head off to find the rest of the group
  • Following the trail as much as they could they start at teh springs and end up at some ruins and an old mansion/house that is part of and among the ruins
  • They enter the house and search around
  • Discover a few secret passages and learn that the house was most likely an old House Cannith Lab or base of some kind…possibly dating back a couple thousand years
  • They continue to investigate and find what is left of a lab and massive receiving hall a hidden staircase that goes somewhere and a great spider waiting for its next snack.
  • They defeat the spider and return to the Inn to see if the others are there and to plan their next move.

Memorable lines:

  • “You kidding me? The only thing worse than a spider is more than one of them…I hate spiders…” Cid to Scathe when the possibility of more than one spider is brought up.
  • “Where there is a bloody mess, our party must be close by…” Cid to Scathe after investigating a blood-stained path.
  • “I push-twist-pull!” Scathe to DM concerning which switch to activate.

UnAnswered Questions:

  • Does House Cannith know of this place?
  • What will happen should they find out?
  • How old is the House?
  • What else lies within it.
  • What will happen if the other tower switch was activated?
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Interlude: Ahziz's Story
A True Merchant Has No Country

The Prince of Regalport looked down on the merchant. “Merchant Ahziz, do you have anything else to say before your verdict is laid out?” Sadness in his eyes and steel in his voice.

“Only that by the Sovereign Hosts I am sorry to those I have harmed and accept your judgement my Lord.” Ahziz looked up to the Prince from his box.

They were in the Justice hall of the Keep in Regalport. There were members of the upper class (mostly wealthy merchants), Lords of the region, and representatives of the different guilds in the city. The trial had been fair by all accounts and though the Captain had escaped his few guards that had been part of the group had not. They had all been tried and found guilty. There was even talk that they, along with their captain had been working for another Prince. The whole ordeal had become something of a tale of both revenge and protection as Ahziz was now seen as a savior of his Prince for showing the treachory and a mad man with revenge in his heart.

The Prince knew all of this. He also knew that the rumours were true, that indeed the Capitan had been brought over to the side of his greatest rival in the principalities. By bringing all this to light Aziz had saved him and the region from falling under that of another. The way he did it could not be excused. “Merchant Aziz. All your holdings will be transferred to the window and family of Gordon A’don, the guard you killed. You will not be put to death today. You will be exiled from the Principalities to never return.”

Ahziz looked up with both relief and sorrow. He said nothing.

The Prince looked dead in to his eyes. “You will have no home here. You killed an innocent man in revenge. While in doing so you, along with the strangers, have saved us from chaos. For that reason alone we spare your life.” People both nodded with approval and turned away in disgust. Out of the corner of his eye he saw a purple cloak leave the courtroom as the guards pulled him not so gently out of his box and towards the throng of people who were slowly parting the way as if he were a leper.

The new Captain of the guards George Brule, another who helped the strangers and used his own trusted men to round up the traitors escorted him to the ship. He was torn and told the Merchant so. He hoped the merchant would find peace and returned the verdict of the Prince with steel in his eyes. “Do not return.” Were the final word’s Ahziz would hear from anyone in Regalport

Ahziz woke quickly and shook off the dream that plagued him. Tonight at least he had not gotten to the part where the widow spat in his face. He looked around. His small caravan was with him. As he left Regalport he learned he was not without friends. The other merchants from the Pirate’s Exchange who had been threatened or worse by the old Captain had offered what they could to help him on his way. He had no family left and no friends, he had no where to go, and would not simply die as an offence to his Prince’s generosity with his life.

He had decided to become a travelling merchant. Once a merchant always a merchant. He would travel and collect and sell to adventurers where the Sovereign Host would allow in thanks to those that helped him.

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Chapter 4: Never Get A Halfling Wet at Night
Seriously, Never get them wet at night, they hear things in the forest and get you sucked into dungeon crawls with zombies and crap...

Characters: Gaul, -Belthazar-, Fayde
Date: 24/04/11
Karrnath; WinterHaven
Therendor 9, 998YK

Plot Overview:

  • Episode opens back at the table of the Colour Animal Inn in Winterhaven. Cid and Scathe head to bed.
  • Belthasar gets a map to some hot springs near the city limits. He, Gaul, & Fayde head out to find it and catch up
  • The three relax in the springs and Gaul ragales them on the murder mystery he and the other two in Regalport
  • Upon hearing a noise in the forest surronding the springs Fayde goes to check it out. Finds a collapsed body of a man scratched and beaten.
  • Bring the man to the town cleric and go back to the forest to investigate
  • Start where the three found the man, near the statues that once were an entrance to the springs, are now decaying statues at the edge of forest. The team follows the trail through the bush back to the start point. It is a pile of rocks/rubble/ruins that are covered and surrounded by the forest. Had they not been looking, even in daytime, it is unlikely they would have found the entrance
  • Enter a chamber with 3 doors plus the one they came in on. A massive statue holding a sword and looking regal towers above in the center of the room.
  • The sword in the statues grip can be pulled out. A mechanism pulls it back in and locks it in place again, there is an audible click and the doors unlock.
  • The team move to the door to the east. Inside there is a large library with countless books. Some emanate magic others are just books.
  • While searching the books they trigger a second door to the North Corner.
  • Down some stairs they find an old dungeon room. Zombies in the cages. Belthasar enters the room to smite the disgusting creatures and triggers the door mechanism and the cell doors start to unlock and open the cell doors.
  • The other two shake their heads and the battle ensues.
  • Once they clear out the undead mess they find some items in the room. ITEMS: Content Not Found: mithral-armour_, _Content Not Found: stoneskin-robes, Fayde
  • A secret passage brings the heroes down a dark hallway and into an area with two great drainage holes for magma that flows happily down into a massive flow 15 feet below them in a river that goes right under the entranceway and is probably the main feed for the flow that heats the city of WinterHaven and the springs.
  • Go back to Main Hall. When one door opens any open door closes. Only one door may be open at a time. Enter the West Door into a Crypt. Fight a big ass spider. Win….luckily (says the Narrator)
  • Following the idea that the layout is symmetrical they are successful in finding another set of stairs to the North and proceed down them into a dining haul with dead men with the same wounds as the man they found in the forest and all wear similar clothing and armour to the Zombies in the prison.
  • After a little investigation and piecing together the information they have learned thus far it seems that they are a bunch of bandits/renegades who stumbled upon this place. They have been turning into Zombies and the others have been locking them out.
  • Finally from the Main Hall again they tr the last door, it leads up to a new floor. In what looks to be a single room at the top of the stairs they find a sarcophagus of someone of the House Cannith. A massive stone relief of the Cannith bull watches over the coffin with older versions of ever light lanterns hanging from each of the protruding horns. There is also what appears to be a detection ward on the floor in the center of the room. All that could be gleamed from this by Gaul was that it shows that everything in the complex is active and working. Nothing is touched in this room.
  • The party returns to the hospital in Winterhaven to see on their forest man and find the cleric of the hospital looking annoyed wiping goop off his mace. It seems the man had turned whilst the party was dungeoneering.

Memorable lines:

  • “Hey Halfling, hold out your finger….Nope not cursed.” Belthasar to Fayde as he trys rings on his finger.

UnAnswered Questions:

  • Who built the complex?
  • Is it empty/fully explored?
  • Could it make a good home base?
  • Does House Cannith know of it’s existence?
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