Day 11: A Day of Losses
Upon waking up from a fitful night rest the fellowship searched for their missing clansman. Drag marks lead toward the watery embankment, however no body was discovered. During the search we asked Grimm to watch over Alard and Arias who were afflicted with the hero’s curse sometime during the night. While Orsik was searching for clues to the whereabouts of the missing youngbeard, Yardin was also looking for clues of a different sort by reading through the missing Dwerrows old Journal. After a hearty morning feast the coherent companions took the skiff toward the rear entrance once again.
Below are excerpts from Falvard’s journal:
Area 22: The room appeared to be a smashed office area. Brass cylinder with a screw off top. The container was filled with an airborne poisonous substance that we were able to shrug off.
Area 23: The room has a Dwerrrow holding a Warhammer with a functioning fountain below. The statue appears to be Grand Engineer Azur. The fountain was filled with liquid that smells like Dwerrowen honey mead. Yardin came up with the idea of filling our water skins with the honey mead. Later on we discovered that the sweat nectar has healing properties, however we were unable to gain its benefit but once a day.
Area 24: As we headed down the hallway we notice a flurry of snow bellowing about at the end of the hall. To our left it looks like an open chamber, unfortunately, Orsik informed Yardin that spider webbing blocks the area. Orsik heads over to the opening by burning a path through the webbing. At the open doorway a large spider phases in front of him. The spider bites quickly and drops Orsik as he stood there in shock. With bravado Dain tried to rescue Orsik from the arachnids however he got bit and fell to the ground. Yardin and I grabbed our two fallen comrades and ran back to the fountain room and fortified our companions behind locked doors. Unfortunately the spider reappeared in the room upon the ceiling. Yardin and I decided to stand our ground, and was able to dispatch it. Among the webbing and husks we discovered treasure: one 10 lbs silver bar, one 1lb silver bar, and 16 Norgrirn Sparks (EP)
Area 20/25: We headed back to the snowy area where movement and our sight were affected by the snow flurry. The room is bare and unlike the other rooms there isn’t any trash or broken furniture except for snowy mounds. Orsik relays to us that the mounds are snow covered bodies. It appears to be the corpses of seven elves. The bodies are wearing Elven stylized equipment. Each has a necklaces engraved with a stylized tree and the word Traon etched on it. Their clothing appeared to have a sea inspired motif of dark blue, light blue, and white. The garbs are more alike a seafaring culture rather than the forest dwellers we were told stories about growing up. Dain found a bolt that is similar to the broken one the party found in the Engineers Hold.
Area 26: the snow in the previous area doesn’t affect this room. There is a fountain in the corner with a lounge on the opposite side. Yardin and Dain notice that the south side of the Keep is more designed toward a Dwerrows sensibility while the Northern side is of an Elvish likening.
Area 21: The party returned to the area where we fought the Hobgoblins their bodies still lay in a gristly heap upon the fortresses flagstones. Orsik sees Trailsends through an arrow slit and notice a black smoke bellowing from the center of town. This is the sign of the execution of a criminal, he hopes his father is well since he missed a scheduled appointment to speak to his father. Since we don’t have a way to open the outer battle doors to Trailsend, Orsik was able to open the double doors on the opposite side, which lead deeper into the citadel.
Area 27: This room has 4 other doors. Double door to the West and one door on either side. Orsik opens the door to the North. The door opens to a long passage that turns to the West. Parts of the roof in the hallway are collapsed. But the rumble has been moved to make a path. The passage ends with a door to the North.
Area 28: Orsik hears movement from the closed door. When we open this room it appears to be the private chamber of a dwarf with bookshelves, wardrobe, large bed and a chest. It appears to be in use since there are candles lit. The creature that appears before us looks like a large sized bald dwarf with physical features like Yardin (bluish skin, icicles) Yardin figures it’s the person he was tasked to defeat. With three attacks from Orsik, Dain and Yardin the fiend was defeated and reverted to a strange Dwerrow-kin we have heard whispers about around the hearth when our parents wanted to scare us of tales of old. Equipment we found are foreign made by Dwerrow hands that lack skills in artistry. Also recovered are a war pick, shield, scale mail and javelin. We also found a potion of heroism, Greater Healing, Studded Leather in the design of a deity of water, and a golden bird cage with electrum filigree. Yardin determined the library specializes in knowledge of the seas. Later it was determined the leather is magical. We soon tried the armor on but a few of us got a haunting feeling of drowning and refused to wear it, I however braved the circumstances and donned the leather suit. But I do not like it much, it makes me feel dislocated and out of touch with my Dwerrowen culture.
Area 29: We headed through the other doorway toward the other side, but Orsik tripped a trap and the ceiling started to collapse upon us all. Orsik and I went down but were brought back up with Yardin’s help. In another chamber there is a bed, an empty bookshelf and wardrobe dedicated to Grand Engineer Azur. It makes a good area to spend the night and rest. Therefore we decided to take a long rest, however Orsik was still disturbed with the nightmares and was exhausted the whole of the next day.
Day 12: A Storm of Ice Rises
Area 30: This Room is much colder than normal. It was decorated with Dwerrowen life however the murals show claw marks and splattered with feces. We could not decipher what creature made the markings but it was similar to the marks upon the doors we entered through.
Area 31: This room is 20 ft high and much colder than the rest of the rooms. There are ice spikes on the ceiling and floor with mounds of ice and snow. The room is heavily obscured by fog and darkness. The stalagmites and stalactites are actually frozen humanoid creatures in them. After inspecting the stalagmites, a young white dragon drops from the ceiling and attacks us with his breath weapon. After surprising us it moves to close the door upon Dain and attacks the rogue Orsik. I focused on healing Orsik while he attacks the dragon. We managed to kill the dragon and recovered some loot: one 10lb gold bar, 13 sparks, and a potion of speed. The party found a shrine to Yurdin’s god with leather-like parchments in a foreign language. After searching once more, Dain found a secret door at the rear of the hall.
Day 13: No rest for the Wicked
Area 32: After a long rest for the night and a slow recovery we returned to the Grand Hall and the ice shrine. The secret door opens up to a passage and I get a strange feeling in the L-Shape hallway. After searching for a bit in the hallway I find another secret door while Orsik checked the door for traps.
Area 33: This concealed door opens up to a small room. Dwerrowen statues with full plate armor and battle axes stand in all four corners. The room also emits a light glow, not magical but a strange trick of Dwerrowen engineering. Yardin was able to locate another secret door, which lead us to a dead end. However after much searching, Dain located yet another secret door. At that time the four Dwerrowen suits of armor animate and start to attack us. I was able to take one down before going unconscious myself. Orsik and Yardin took out the remaining three, which I was told later.
Area 34: Dwarrow Treasure Trove
- Dwerrowcrafted Silvered Handaxe with a makers mark of Azur
- Dwerrowcrafted Silvered Light Hammer with a makers mark of Azur
- Magical Dwerrowcrafted Warhammer with the runic symbol of Azur and his office
- Magical Dwerrowcrafted Battleaxe
- Small Brass Chest: one 1lb. trade bar of Platinum, 13 silver Wings, a copper chalice with silver filigree worth 25gp, and 20 gold claws.
- Large Iron Chest: One set of Magical Dwerrowcrafted Full Plate Armor, the armor is associated with the Fardan Clan._
We see a ghostly figure, Orsik says it is the same one in the beginning of our adventure at the lighthouse statue. The ghost of Bofolithic, he once owned the armor. He tells us that he is paying a penance for his wrong doing against the king. He suggests that we seek out and reclaim Norgirin and all its glory for the Dwerrows. He also tales us that in the Crypt of Eberk on the hillside of Trailsend a Stone Tome can be found among other religious texts, it needs to be back in the possession of the Dwerrow before others acquire it. The second quest is to reclaim his crypt near Alpines Rest, because it is told that inside it may be the last know resting place of Alexander’s sword. A key will be need to gain entrance. He seemed very hostile toward Yurdin.
Area 35: Covered with a layer of dust a round table with a detail etching of the area atop it. The room appears long ago to be used as a war room. Upon the walls hang four tapestries in good condition.
Area 36: This room is covered with dust as well. This room appears to be a barracks with Dwerrow cots and footlocker. Items aren’t recoverable.
Area 37: Small room that is empty. Dain was able to locate a secret door.
Area 38: Guard station cover with dust. We find hidden arrow slit that looks into the hallway.
Area 39: A secret passage connects from the other guard station to this room, which is similar. In the corner there is a pedestal that would work with Alard’s key. Our party checks the front doors and verified it is unlocked. Orsik was able to locate the lever to disable the Axe Dwarves in the harbor.
The fellowship regroups and heads into Trailsend, it is late and the small group travels to their respective homes with plans to meet up in the morning. Grimm arranges for transportation for the two twin brothers to be attended safely as the others rest through the night. Orsik wears his newly acquired Studded leather, he can be seen walking awkwardly down the street as it itches and rubs the youngbeard in all the wrong places.