Monday, May 17, 2010

Episode 23:12/5/09

The Party:
Ashelia Raminas, elf ranger-rogue/4-3
Nineve, human knight/7
Xicar, human cleric/7
Haroldur, human wizard 3/cleric 4
Sarek, human wizard 7

With Balabar and his henchmen taken care of, we attempt to formulate a plan. Diamond Lake is a desperate town of refugees, and we just their leader and most of his cronies. Tyrant though he was, Balabar Smenk was maintaining some kind of order, and his death will create a power vacuum that could throw the remaining survivors into anarchy and chaos. And of course, we can't have that.

There is also the minor problem of the dragon. And the fact that we haven't found Lazare (or 31E) yet. However, while we were being poisoned by Balabar, he told us that the cart of offerings to the dragon is always delivered near the Whispering Cairn, and the dragon seems to be hanging out there for some reason. Lazare was also rumored to be at the Whispering Cairn, so it looks like we can kill two birds with one stone here. Yay, us.

After some debate, we decide to leave Tamklar in charge of Diamond Lake while we take the Harkness across the lake to the Whispering Cairn in search of Lazare (and probably the dragon). We also encourage Tamklar to evacuate Diamond Lake as soon as possible. The dragon hasn't been back since the initial attack, and we suspect that it may have been after Lazare, anyway. Even if the dragon does attack them as they evacuate, their only other option at this point is starvation. It's worth the risk to make a break for civilization.

We spend several days getting the survivors in order, fixing the Harkness, and making preparations. A day or so after our showdown with Balabar, we are shocked to see Kullen, wounded but healing, limping into town. Things are tense at first, but he makes it clear that he had no personal grudge against us, nor any special loyalty to Balabar Smenk. Now that Smenk is dead, he has no further beef with us. We accept his apology, and he offers his assistance with the current predicament. We send him to Tamklar, who has taken charge of Diamond Lake and is preparing for the evacuation.

At last our preparations are complete and we are ready to leave for the Whispering Cairn. Tamklar is particularly somber and it's obvious he thinks we're going to die. As we're saying our goodbyes, he suddenly remembers Mossad gave him a package for us before we left the Cabal. It turns out to be a bag of holding (type 1)! On the Harkness, we dump it out and get:

3 scrolls of sending (Keep in touch!)
1 potion of Lesser Restoration (You never know...)
1 scroll of Raise Dead (Just in case.)
1 scroll of Restoration (Hope you won't need this.)
5 potions of Cure Serious Wounds (One for each of you.)

We sail across the lake. In transit, we find Balabar's stash:

zircon ring
800 gp
bronze statuette of a knight
2800 sp
copper horn
adamantine armband w/filigree
2 gold bars worth 200 gp total
copper & silver anklet
onyx sphere w/trees

The trip across goes uneventfully and we disembark into the early December countryside. As we enter the valley containing the Cairn, the air is warmer and misty. We round a bend and see it: a vast red-gold dragon, fast asleep in front of the entrance to the Cairn. A low thrumming comes from its jaws and nostrils, along with wisps of smoke, but its fires are low in slumber. Beneath it, under its limbs and huge coiled tail and all around lay a strange assortment of things; some precious, some little more than trash. This part of the valley is thick with the dragon's scent, and the air is filled with smoke, like fog from the blasted and smoldering hillsides.

We exchange some meaningful glances and silently decide to try to sneak past it without waking it. Unfortunately, as we approach, a thin and piercing ray of red shines from under the dragon's eye. We dive behind a nearby rock. Unhurried, it lifts its massive head and turns its piercing gaze in our direction.

It bids us emerge from our hiding place behind the rock, and since it knows we're there, there's no reason not to. We have a completely unnerving but surprisingly civil conversation with the massive, murderous dragon. The dragon recognizes our scent and claims we meddled in it's affairs in the mountains (Oops.) It seems that Lazare stole something from the dragon while it was out razing Blackwall Keep. The dragon knows Lazare is hiding in the Cairn, and demands in a nonchalant but unquestionable way that we "chase the little worm out of his hole", presumably in exchange for not eating us on the spot. Haroldur brilliantly talks us through, and we enter the Cairn.

It looks like our friend the GRW spent some time blasting and clawing at the entrance. The walls are black with soot and crumbling in places where the rock has been completely baked and shattered. A little inside the destroyed entrance to the Cairn, we find several deceased deranged Imperium cultist bodies, like we've encountered before with 31E in this area. The front end of the tomb is largely like we left it. We advance to the back, the true antechamber to the tomb, and the door that required 31E's key plate to open it. The door is near the end of its closing sequence. We quickly deduce that Lazare and 31E must be in Icosiel's proper tomb, so we go on through, lest we get get sealed out forever!

Inside, things look unchanged, but the previously-docile Wind Warriors impede our progress. We are forced to fight them. This is a very tough fight that nearly claims our lives, but we make it through.

Strangely, the black portal we noticed last time appears to be active. Lazare and 31E must've gone through it. It is labeled "Amsophar". We're badly hurt and we don't know what's on the other side of the portal, so we take a moment to heal up. As we're preparing, Zolara appears.

The Choosing:

Nineve - The Rakshasaa
Haroldur - The Inquisitor
Sarek - The Foreign Trader
Ashe - The Hidden Truth
Xicar - The Wanderer

The Spread:

The Inquisitor The Locksmith The Idiot
The Snakebite The Juggler The Courtesan
The Tyrant The Beating The Eclipse

"Again, the Inquisitor appears, representing you 5 and your unswerving dedication to your purpose. To stand against the Inquisitor is to court disaster. The Snakebite represents recent deception or trickery, perhaps betrayal. The Tyrant, although still a grave threat, is now behind you, although his part may not be fully played out yet.

The Locksmith represents the keys needed to unlock one's destiny or long-hidden secrets. The Juggler here does not represent anything in particular, although I suspect you are soon to meet him in person. The Beating warns of unexpected and overwhelming attack, though not necessarily ambush.

The Idiot represents one who feigns ignorance to disguise one's true gifts. Here, the Courtesan represents two women of power - it would be wisest to be as polite as possible when dealing with them. Aligned as she is, the Courtesan represents a grave danger if the situation is mishandled. The Eclipse is darkness. Beware the dark and those who dwell within it."

Healed up and armed with new knowledge, we step through the portal to Amsophar, or hopefully, his tomb. The blackness is so deep, it is almost viscous. Stepping through it, one gets the dizzying impression of of traversing vast gulfs, a staggering distance, in just a single step. Aside from being a little unnerving, however, we all emerge from the portal unchanged and unharmed.

We step from the inky blackness of the gate into a long, wide stone hallway. Ahead, a pair of brightly lit alcoves illuminates the corridor. A faint breeze brings with it sibilant whispers that sound almost like sighing breath. It is odd, but the effect is almost lifelike. If I didn’t know better, I would think we’d been transported back to the entrance of the Whispering Cairn. Although the effects of vast gulfs of time are evident in the uneven flooring and cracks along the walls, these halls are in far better repair than ruins outside of Diamond Lake. The walls are covered with strange runes and intricate reliefs. Translation of the runes indicates that the reliefs are scenes from Amsophar's life. Farther down the corridor, we encounter an alcove.

A statue of an armored Storm King, left hand resting on a sword, right held up to shield his eyes, stands at the far end of the alcove. The marble statue has sparkling blue gems for eyes and various details made of gold. A beam of bright light shines onto the statue from above, causing the gems to glitter and the stone to glow softly. The walls are carved with delicate reliefs of servants and warriors bowing and saluting. Incorporated into the statue is a removable metal plate, marked with runes that translate as "Wind".

Further down the corridor, we find three more alcoves, almost identical to the first, except for the metal plate. They read "Thunder", "Lightning", and "Ice". We take the plates and move on.

The runes in the next hallway spell out various accolades for Amsophar. However, here and there are phrases that are missing a key word. Immediately after this, the 10 foot wide corridor we've been walking through is crossed by what appears to be another 10 foot wide hallway. My rogue-sense is tingling - this smells like a trap! I insists my companions hang back while I check it out.

As soon as I cross the threshold into the other "hallway" (it's actually just a small room placed perpendicular to the main corridor), a forceful wind blows me clear across the "trap room" and plasters me onto the far wall. There, vents in this side of the room leak a noxious dex-damaging gas! While I'm taking dex damage, I notice our friend Lazare, lying in a heap in the noxious gas. He's obviously been paralyzed by it. After a few seconds, the gust of wind of wind abates and I can move again. I grab Lazare's immobile form, get out my trusty troll-gut rope (with hand grappling hook!), and run back towards my companions, who are still in the safety of the main hallway. I toss the troll hand to my companions and it grabs Nineve. Literally seconds after it stopped, the wind kicks back in. There's no way I would have had time to run back to safety on my own. I can see how Lazare became trapped!

Eventually, my companions manage to pull me and my paralyzed baggage through the gale-force winds and back to safety.

We use a potion of Lesser Restoration on Lazare, who is conscious but very weak. He revives a little and we ask him to explain himself. Why did he abduct 31E? What's he doing in this tomb? What did he steal from the dragon?

Lazare explains that the thing he took from the dragon was a crystal disc. It was the first artifact he found as an adventurer (back in his younger days). He and his companions were set upon by the GRW, and he traded it to the dragon in exchange for their lives. Not surprisingly, the dragon betrayed them and only Lazare escaped. He's been trying to retrieve the artifact ever since. When the dragon finally left his lair (to raze Blackwall Keep), Lazare took advantage of the distraction to reclaim his property.

After years of research, Lazare has deduced that the crystal disc is some sort of key to Amsophar's tomb. He also discovered, partly with our help, that Icosiel's tomb in the Whispering Cairn was linked to Amsophar's tomb. Once he retrieved the artifact, he knew he had to go to the Cairn to see if he is correct.

Lazare also insists that he didn't abduct 31E. He simply went to the Cabal and asked the robot if he'd like to accompany him on his explorations of the Whispering Cairn (and beyond!). As this is part of 31E's programmed directives, he readily agreed. They left the Cabal perhaps without consulting all the proper authorities, as they both deduced that Marten wouldn't be willing to let 31E go.

They made it this far, but Lazare's explorations were cut short by his encounter with the trap. 31E managed to escape somehow, and Lazare doesn't know where he is.

In turn, we tell him about the dragon attack, the fall of Blackwall Keep, and the destruction of Diamond Lake. He seemed genuinely unaware of these activities, and looks more crestfallen with each new bit of terrible news. Nevertheless, it's good to be united with an old friend, and we all agree that it's very lucky for Lazare that we came along when we did!

Lazare must have been stuck in that trap for quite a while - he looks emaciated and very much worse for the wear. We offer him food and drink while we try to figure out the puzzle before us.

After several hours of study, we deduce the missing words in the text and discover these words can be arranged to make the sentence, "Amsophar made war that we might live in peace". Cautiously, I approach the "windy passage", which is still gusting intermittently, and speak what I hope are the key words. Immediately, the wind abates, and we advance unmolested.

As we're celebrating our victory over the trap, 31E emerges from around the next crossing. Apparently he made it past the first trap, only to be claimed by the second. Of course, we're thrilled to see him. We repair him and he attaches the new leg (he was very surprised we managed to find one!).

While 31E is putting himself back together, we mention that we think we know what his mechanical scarab is for. We tell him about the ones we saw in Jakardos's lab back in Blackwall Keep. 31E is skeptical, but we convince him to try it. Fortunately, I was thinking ahead, so I just happen to have an accurate atlas of like, the entire known world! We roll it out and set the scarab on the map. It whirs and clicks and skitters in a straight line for the Whispering Cairn, where it sits, fluttering its mechanical wings intermittently. This seems to ring some bells for 31E, because he makes a strange face (as much as a construct CAN make a face), and says "Of course. The scarab is currently programmed to display my original mission objective." He picks it up and fiddles with it a little, explaining that he can alter the scarab's function to display our current location. He sets it back down and we all gasp as it skitters completely across the map, coming to rest in an unknown mountain range thousands of miles from Caledon.

That's... a bit of a shock. But, there's no sense in worrying about it now; we have a Storm King tomb to explore! At this point, Lazare, who looks really exhausted, apologizes for not being much use to us. He hands the hard-won crystal disc to Xicar, and then quite unexpectedly polymorphs into a ferret and crawls into my backpack. Will wonders never cease? We take the opportunity to rest and regroup a bit before venturing forth.

We descend an elegant staircase and enter a large central room. The octagonal chamber is lit by six floating lanterns that hover around a central statue of some strange metal. The statue depicts Amsophar clad in armor and lounging in a throne. One hand rests lazily on the pommel of a sword, while the other is stretched out languidly along the back of the throne, casually pointing across the chamber, seemingly at nothing in particular. A thick, swirling fog obscures the ceiling far above. A series of 4 intricate reliefs decorate the walls of this magnificent chamber. Numerous small items: coins, jewelry, statuettes, and other small objects litter the statue’s rune-carved pedestal.

As we approach, thick mist swirls upon the reliefs, animating them strangely. I take rubbings of everything:

Relief #1: This relief shows Amsophar at a great battle fighting twisted creatures of chaos against impossible odds.

Relief #2: This relief shows Amsophar avenging the death of Icosiel, striking down a terrible robed figure wielding an orb that seems to destroy anything it touches.

Relief #3: This relief shows Amsophar wielding a long rod or staff against a tremendous form of writhing darkness and horror. Amsophar triumphs, but his staff shatters into 7 pieces, and he collapses to his knees.

Relief #4: This panel shows Amsophar being struck down by a hideous creature with the body of a great spider and the head of a wolf. The creature appears to sneak up behind him and strike while Amsophar is recovering from an earlier battle.

We eventually discover that with a bit of elbow grease, the statue rotates counter-clockwise. Each rotation seems to point the sword at a doorway. We rotate it one click, and the stone panel of the relevant door slides into the ceiling revealing a small chamber beyond. Simultaneously, a booming voice erupts from the statue and Order's Wrath washes harmlessly over the party. Then, the mist on the ceiling coalesces into 4 Belkars that descend on us menacingly...

We brace for impact and Sarek kicks things off with a fireball. With 31E's help, we destroy the Belkars. Xicar the Wanderer checks the rubble and finds:

an emerald worth 1000 gp!

At the back of the small chamber we discovered, we see a serious of identical runes. One is missing. It matches the "Wind" plate we have, so we place it in the empty slot. Nothing happens.

We rotate the statue another click. This the floor of this small chamber is 20 feet below the level of the main room. It has what looks like a small passageway at the bottom, on the far wall. I volunteer to check it for traps. I borrow Nineve's ring of Featherfall and jump down... only to fall UP! Apparently, I've triggered a Reverse Gravity trap! I fall up 80 feet (luckily taking no damage, thanks to Nineve)! Eventually my companions drop a rope up to me and pull me down out of the trap.

We rotate the state again and find another small chamber with a missing rune. We slot in the "Thunder" plate and nothing nasty happens to us.

We rotate the statue another click and reveal a tubular elevator down. We're not quite ready to leave the main chamber yet, so we decide to come back to this one.

The next rotation reveals just an empty room. I step inside to look for a secret door or something, and the panel slams shut! Yelling through the wall, Nineve tells me that as the door closed, the statue rotated forward two clicks! They can't move it back - they'll have to go all the way around again. About this time I realize the ceiling in my little death chamber is getting lower and lower...

Everybody struggles to turn the statue back around in time. A fair bit of fumbling occurs. When the door opens again, I have to roll out into the central chamber - I was flat on my belly with about 5 inches from floor to ceiling! Casting a sardonic gaze over the three puny men, I advise my companions against the "Ceiling Trap of Doom" weight-loss plan.

The next two chambers are more rune puzzles. We slot in the appropriate runes and move on.

The last chamber is a hole. Just a hole straight down. There is a little bit of debate, but Nineve's unnatural fear of elevators wins out and we descend down the pit instead. At the bottom, the pit opens up into a beautiful arrow-shaped room. Elegant marble columns and statuary grace the chamber, along with a bunch of Wind Warriors who promptly try to kill us. We fight our way tooth and nail through the whole mess of them, covering the previously-pristine chamber with blood (ours) and bits of ceramic armor (theirs). Xicar the Wanderer pokes through the debris and finds some Oil of Greater Magic Weapon +5! Then, we use my trusty troll gut grappling hook rope to get the hell outta Dodge.

~Ashe

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Thursday, October 22, 2009

Episode 17: 8/15/09

The Party:
Ashelia Raminas, elf ranger-rogue/2-3
Nineve, human knight/5
Sarek, human wizard/5
Xicar, human cleric/5

*FLASH FORWARD*
The sun rises over the rim of the valley as we finish placing the last stones on Captain Lorring's cairn. The sunlight turns the heavy smoke still drifting across the valley from the ruins of Blackwall Keep gold and crimson in the early light. The few surviving rangers and convicts share a solemn moment of silence over their fallen leader. Edain, his arm in a sling and his face badly burned, turns to us and mentions that someone should say a few words for the Captain.

Skill Challenge! A few kind words
We're on the spot and we hardly knew the guy, but as professionals, these survivors-turned-funeral-attendees are looking to us for peace, comfort, and profound insights on the nature of mortality. Drawing from our deep well of experience in service to the goddess of death, we take turns addressing the group and manage to put in a stirring eulogy for Captain Lorring. Edain offers us the Captain's sword (a +1 Spell Storing longsword), which we graciously accept.

*FLASHBACK TO BLACKWALL KEEP, BEFORE SETTING OUT FOR THE ORC STRONGHOLD*
Xicar finds some time to talk to Captain Lorring and confirms that the dragons do seem to be working with the orcs. The orcs have become much more organized in the last 6 months or so, and Lorring suspects the appearance of the dragons around the same time is related to this change in orc behavior. They discuss some details of Lorring's proposal to strike at the orc leadership while the bulk of their forces regroup.

Sarek finds Black Bart working among the convict teams and pulls him aside. He commends Bart for doing such an excellent job, and rewards him with a necklace of dragon teeth reclaimed from the wyvern cave.

I look around for my dog and realize I haven't seen him in a couple of days. He must be in the woods. After we set out for the orc caves, a few of us notice the elven hound shadowing us from the woods. I leave some food out for him at the edge of our camp that night.

*FLASH FORWARD*
We finish of the half-dragon arcanist and advance to a large chamber, deep in the cave. The chamber is basically empty. It's lit by a large fire, and orc bedrolls and supplies are scattered about. Like the rest of the cave, this chamber reeks of foundry smoke.

The chamber slopes upwards. At the far end, three orcs spot us and the hostilities begin. Suddenly, orcs and goblins pour in from all sides - an ambush! It's a long and grueling fight, but we manage it.

We advance down a passageway that seems to be the source of the smoke. Emerging from a tight corridor filled with choking smoke, we find ourselves in an exceptionally warm chamber...

At the far end of the room, crudely formed iron racks suspend stony black and red ovoid objects over a large, tended fire. Could these be dragon eggs? Suddenly, an incredibly cute red dragon hatchling hops up to us and seduces Nineve into attempting to feed it. Then, it tries to take her face off. Two other hatchlings, as well as two hellhounds are drawn to the commotion and join the fray. Waves of fire wash over the party as we battle fiercely on. Soon, a red dragon wyrmling flies over to join the fight. Swords flash and spells fly as we are locked in a life-and-death struggle with what are essentially dragon TODDLERS. However, they're so evil and dangerous that when the last one finally falls, we're just happy to be alive. We smash all of the dragon eggs - no sense taking any chances.

Moving on, we climb up the crude steps into a large cavern. Fire from huge cauldrons casts dancing shadows on the rough stone walls. Along the edge of the chamber, a large gathering of orcs of all ages and stations look down on us, just watching. We cross the wide, recessed floor of the cavern and can't shake the feeling of being in an arena. At the far end of the room, seated on an iron and bone throne, is the first old orc we've ever seen. At our approach, he gives a nod, and several orcs and ogres jump down and charge us. So much for diplomacy.

An orc battle royal ensues, where groups of orcs and ogres jump in and attack us in waves while the crowd looks grimly on. The last champion to fall is an orc riding a dire boar, and we survive by the slightest margin. Exhausted and battered, we wait in tense silence for another challenger to appear. Suddenly from behind us, we hear one person clapping in slow, grim applause.

We turn to see the old orc, now standing in front of his throne, applauding us. He was obviously once tall and broad shouldered, but his thin frame is now hunched and bent, and long stringy white hair hangs around his face. When he has our attention, he stops clapping and begins to speak:

"Congratulations, pinkskins. You've done what old Kroghut could not." He thumps his chest dramatically, indicating he must be Kroghut. "You've freed my people from the tyrant, and I expect, destroyed the other pinkskins in the bargain. We will fight you no longer. You have bested my champions, and you have surely brought burning doom upon my people. Go now. Your work here is done. My people will not hinder you further. Were I you, I would scurry back to the walls of the pinkskins so that you might die heroically at their sides when their doom comes on fiery wings."

He sits back down with a note of finality, and we are aware that the conversation is over. After a pause, we turn around and leave the cavern the way we came in, watched grimly by the orc crowd, our footsteps echoing loudly off the walls of the silent chamber.

Once free of their oppressive stares, we heal up and discuss our options. We realize we don't really have any. We've accomplished our mission - the orc leadership is definitely broken, and the dragon-orc alliance is almost certainly on the out since we smashed up the hatchery. We decide there's nothing left to do but return to Blackwall Keep, so we head out.

The first half of our journey goes uneventfully, though we're all tense over Kroghut's parting words. No one is in the mood to talk, and we travel for hours on end in silence. I notice the elven hound periodically, watching us from the woods.

As we travel from the orc hold through the deepening shadows of the mountainous foothills, around late afternoon of the second day, a flicker of light from a high distant peak catches our eyes. Far off, the peaks are barely visible on the darkening horizon; mostly screened by the hills and pine forest at the far end of the valley. Suddenly the peak flickers back to view, a brief glow touches it and fades away.

We continue on, trying not to think about what this might mean, when suddenly, a great light appears in the low place in the hills where the orcs make their lair, and the gathering evening clouds turn golden. Faintly, in the distance we hear warning trumpets sounding,and drums booming and echoing along the rocky foothills as the glow fades, then flares again, even brighter than before.

We press on towards the keep. An hour passes. Distantly we can see something; a spark of fire low in the sky rushing towards us and growing ever larger and more bright. Before long, so great is its speed that the fantastic shape of a fiery dragon appears over the tall trees. Soon the roar of the dragon's terrible approach grows loud, and the rocks turn red as fire beneath the awful beating of its wings. Roaring it sweeps over the valley, leaving flaming desolation in its wake. We crouch behind what cover we can find as it flies past us, perhaps 100 yards to our right. Frightened, but with no other options, we continue our desperate march towards the keep.

We're still several hours away from the keep when the valley trembles with the dragon's approach. Things happen quickly as we look on helplessly from the far side of the stony valley.

As the dragon wheels to swoop upon the keep, a hail of dark arrows leap up and nap and rattle on its scales, and their shafts fell back kindled by the dragon's breath, burning and hissing into the swift running stream. At the twanging of the bows and the shrilling of the trumpets the dragon's wrath blazes to its height, til it was blind and mad with rage.

Green and scarlet fire leaps from the dragon's jaws. It circles for a while high in the air above the keep lighting all the valley; the trees shine like copper with leaping shadows of dense black at their feet. Then down it swoops straight through the arrow storm, reckless in rage, taking to heed to turn it s scaly sides towards the foes, seeking only to set the keep ablaze. Fire leaps from thatched roofs and wooden beams, and hard stone flows like wax as it hurtles down and past and round again, breathing gouts of terrible fire. Back swirls the dragon. A sweep of its tail and the tallest tower of the keep crumbles and smashes down. Flames unquenchable spring high into the night. Another swoop and another, walls crumble and towers spring alight and fall, burning. Still, no arrow hinders the dragon or hurts it. Men jump from the walls on every side. Weapons are flung down and the dragon vents its full wrath upon them at its leisure.

At last the dragon circles the blazing keep with a broad sweep of its dreadful wings. It swoops to snatch at a pair of fleeing figures, and then roaring and belching fire, spirals up through the low clouds to vanish into the darkening night sky.

With heavy hearts, we continue onwards to the now destroyed keep. When we finally arrive late at night, the keep and most of the valley is still ablaze. As we arrive, we find a few of the rangers and convicts have actually survived the attack, Vander Anderhoff among them. Vander is with a group of people searching the rubble near the ruins of the wall, evidently for survivors. Another group of 4 or 5 is huddled around a still form near the base of one of the walls.

As we approach this group, we are shocked to see they are gathered around Captain Lorring, who is pinned under a huge piece of stone. He's dying, but still cheerful. He sees us, and insists on knowing if the orcs have been stopped. We tell him their leadership is broken and they've been thoroughly routed. Upon hearing this, he coughs out a "Jolly good show, chaps" - his last words.

The rest of the night is a blur of activity - putting out fires, tending to the dead and dying, and trying to rebuild order in the wake of utter destruction. We learn that Astrid was taken by the dragon in his final dive, and that Black Bard died defending her. Jakardos was killed when his tower fell, his remains were found int he wreckage of the stairwell. Parne and Torkan were killed defending the walls, and Orin, Astrid's brother, died in the subsequent fires. Edain and one other ranger have survived, along with a mere 15 of the convicts.

After the last of the bodies has been buried, the survivors salvage what they can from the wreckage. We find a leg for 31E in the ruins of the observatory tower, along with a large golden scarab. We also scavenge:

a Sepulchral vest
oil of Greater Magic Weapon +2
potion of Greater Magic Fang +3

Talk turns to what to do next. Obviously, we will return to the Ruby Temple in Istivin, but what of the survivors? Vander and the rest of the convicts refuse to return to the city, i.e. prison. Edain proposes they take up residence at the Broken Bow lodge until the Keep is rebuilt, if that ever happens. Until then, they can continue the rangers' work of maintaining the frontier by keeping the orcs, ogres and goblins in the mountains where they belong.

This sounds like a reasonable plan. With things pretty much wrapped up at the ruins of Blackwall Keep, we agree to set out with the survivors for Broken Bow lodge in the morning.

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