In the chamber below there is a cave with a single door going off.
Beyond the door is a room full of cages and a sunken couch in the centre. All of the cages are open to allow the birds to fly freely. A bound man is tied to one wall. The room has a snake theme – snake headed creatures cause suffering in these pictures.
Marcus – He tells us of a secret way out of the room and that Captain Morgan and Kedward had left through the door – rather concerned after a lacky had come rushing in. Marcus himself had failed to repay a dept and was being tortured because of it.
Beyond the secret door there is a room with a large circular bed. This room has a nautical theme. More importantly there are several pirates in here. He has several obviously magical weapons. We exchange fireballs but they win that round (avoiding ours completely) They both use means to bug out.
Chest of Drugs (the one we have been searching for) Weapon – Mage – 2 Headed Scythe – Artistically enhanced but not magical (had a spell on) Chest – (M) Boots of Elvenkind 1500g Jewelry (4500g)
Head out towards a safe inn, The Rusty Shunt (14) – Spend the night there and relearn spells. Cast invisibility and fly around the city to lose any tail. Then return to the brothel.
New Day Sagramor has burn wounds from the unholy fireball that cannot be cured.
Our employer was pleased with what we had achieved.
Next – Area far to NE in the cold wastes (White winds) – not much lives there (cold and desolate). Only Orcs and their kin live there. Trying to locate the entrance to a cave. We are then required to investigate further. Kill anyone not connected to us. Secrecy is important. As it is deep within Orc lands she believes that the contents are the same as the other caves of light. Teleported there today.
Pensa Main – Leads the hunt for this location with a number of sages.
Frozen barren waste near the Frozen Edge of the World.
Messages from Dad
Plague spreading through the town and killing the old and infirm
Orvill – Barbarians passed back through – only 4000. Constant Tholl declared masrshall law. Lord Sarp declared the prison to be a momument to the fallen.
Kings armarda – delayed by a storm – finally turned up. Flotilla of ships sunk. Baron Cress Werbura thought to have been killed in the Melee. Flotilla had been designed to take the barbarians home.
Lord Sarp penned the arrest warrant for Sagramor for Sedition.
Samsom Thatch in possession of the warrent and not yet delivered to Constant Tholl
Teleported away by Arshaven who leaves us there and teleports away.
Teleport into a wasteland in the middle of a blizzard. Small hut nearby and large canvas tents.
NOTE – we teleport to an exact location.
Meet Pensa Main (Sage) and his fellow sages.
They have met the Savage White Claw Clan (Orcs).
They have tried various commune spells and augury but these have failed or even been obscured.
Several days the cave is discovered and the Orcs are being paid to dig it out. When almost through we are asked to kill the Orcs to prevent news of its location being revealed.
We head to the cave and discover that the evil orcs have killed two of the guards. We form a defensive wall inside while Tor runs around outside playing with himself.
We finally down the three Huge Trolls and use lots of magical fire to stop them regenerating. Many of the Orcs escape.
Treasure: 670G 240 +1 Arrows 6 +1 Bows Magical Greatsword +1 Dust of Dispel Magic 6 Potions Cure Moderate 2 Doses poison
Investigate the cavern and discover a door still partly burried. On the door are three words in common:-
ERRUKIZ EZDRUBAL ELOMCWE
We depress the letters in the work “Welcome” on the third word and the door swings open. We suspect that the first two words are the same in Hobgoblin Orc languages.
Strong Evocation Magic is everywhere within – we suspect this is a permanent Forbiddence effect aligned to evil.
4 Pillars with runes on them – Teghan passes by the side with no effect and so we all follow. Sound of wailing from a side passage. At the end is a dark bell made of iron suspended between two pillars. Down the side passage there is a chamber and it has stone eyes on the wall that appear to weep and move occasionally. Rivers of tears flow into channels and run off. Thg wailing is very loud here. The tears appear to be acid. Detect Permanent Transmutation magic around the eyes.
Sparrowhawk swims down into the deep pool and finds a small black key.
Ring the bell and the pool empties.
Symbols – Ancient cult of Elementalists – Mud Sorcerors – Masters of Protective Magics -
Symbols are:- Convergence of Earth and Water Earth Dominent Water Dominent Harmony of Earth and Water
Rest in the complex.
In the morning we cast some protection from Acid and search the Eye room. Discover a secret door on one wall.
10’ Statue of humanoid with elephant head. – Acusing finger pointing at us and sword ready to be drawn.
3 doors leading off.
Each corner has an alcove.
Statues – Head of Jackal, Hawk, Cat, and a plain plinth in the 4th corner.
Keyhole in the Jackel statue – along with the 4 symbols. We turn the key clockwise and the 4 statues annimate. The stone creatures take a great deal of killing but finally fall to many blows.
We twist the statue in the centre so that its finger is pointing towards another door. The enterence door slams shut with great force and the finger pointing door opens.
Pile of dirt in the first room
Massive stone carving of a face with closed eyes, thick lips and big ears. Dull pair of fangs.
Passageway down the third door – leading to a chamber filled with 6 sarcophagi, two of which are much bigger than the others. Far door has knives welded to the door pointing in the opposive way.
Teghan does a little exploring through a sticky nose. She meets a Naga but does find that the complex meets up with the other side of the coffin room.
We decide to bring the Wookie along and rest overnight to relearn appropriate spells.
We use a gaseous form to get through the statue nose and head towards a room with lots of snake carved pillars.
The Naga is finnaly defeated after an epic battle.
In the end room is a box with a carpet in front of it. The carpet (strong Necromancy) has woven into it a pattern of a maelstrom and waves with creatures drowning in it. Creatures entering the room are sucked into the pattern on the carpet.
We recover the box via the ceiling and rope tricks. It contains a tiny blue/green snake on a cushion that whispers to us. Teghan grabs the snake and it tells him that if we let it go it will answer any 3 questions about this place.
Inside the cushion is a ring.
Green pillar in far room with a keyhole
We identify the items:
Ring of Mud (20th Level) Water Walk 1/Day Water Breathing 1/Day Stone Shape 2/Day Meld into Stone 1/Day Transmute Mud to Rock 1/Week Transmute Rock to Mud 1/Week Summon Monster (VI) 1/Week (Earth or Water Elemental) Earthquake 1/Month (Dormant 2 days)
Sparrowhawk believes that the snake (Golum) is held here and the defenses are designed to keep it in.
Behind the Suit of Armour is a small room containing a chest
8 Oil Odd Metal tools (Crafting) Book – Manual of Urushu’s Automaton
We poke the automaton until it activates.
It takes a huge amount of damage before falling over.
We knock open the Vampire Camel door and follow a passageway. It appears to be a mirror of the enterence with a long passage and a long channel of water – this time with things swimming in it.
See another carved face. It has a lock carved into the right nostril.
Creatures in the pool are facinating fish – they appear to atttract your attention in a magical way. Other channel contains coins and a small copper key.
Use the key on the face and it clicks open – the face appears to swing away. This leads to yet another passage.
(221g) gold in the pool.
Discover a room with a mosaic of one of the symbols.
Mural – Pig or Camel brings the Woe – Hippo clears the way to go. There are also pictures of various animal headged creatures including Bull Camel Cat Mole