Back to the Monastery

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About the Saga

Following the path of the missing children, the adventurers find themselves once again at the ruined dwarven monastery outside the Tarwood.

Timeframe

Cast of Characters

Notable Quotes

  • "In 4th edition, the dungeon adventures you!" -- George

What Has Come Before

The original Dark City heroes catch up on old times at Fire-eaters, while the newcomers learn of the disturbing disappearance of children near the Tarwood.

The Saga

Ready'reat 1, CY 591

Following the Trail

Leaving Zilanderan and "The Dwarf" behind to search the outlaying area, the rest of the group heads off following the tracks. They follow the tracks until dusk, stopping to make camp. As they do, something stirs in the bushes. Ferdiad quickly scares it off assuming it to be some sort of animal. After making sure it is gone, the party sets down for the night.

Ready'reat 2, CY 591

Wolf in a Yellow Dress

In the morning, the party heads north to the river. Ferdiad heads across the river first, taking a rope to make a bridge for Garth to cross. As they build the rope bridge, a small humanoid wolf in a yellow dress lunges at Garth. Garth defends himself, while Seamus fumbles out of his gear. Ferdiad tries to assist from the far side of the river, but his bow string snaps.

Suddenly they hear assistance crashing through the woods. It's Glenmore bard from "The North". With his help the party is eventually able to drive off the wolf. The group chooses not to chase the wolf, and instead press on to find the children. They inform Glenmore of their mission, and he agrees to join them in their quest.

The group continues north. Realizing they are nearing the monastery from their previous adventure, they decide it would be best to rest before carrying on.

Ready'reat 3, CY 591

Below the Monastery

In the morning they head forth, and the tracks do indeed lead them to the monastery. After a quick scouting of the ruins, they uncover the tracks leading to a lower level in the back of the monastery. At the bottom of the stairs they find 6 kobolds. The party quickly jumps to action works to dispatch them. Ferdiad chases one into a hallway where he kills it. As he looks down the hallway, he sees a dwarven figure. He tries to call out to it, but it simply continues to slowly lumber along.

Disturbed by this creature, the party decides to explore a different hallway to the west. As they turn the corner several stirges attack the group seeking a warm meal. They lose a bit of blood, but the group is able to fight off the beasts. After tending to their wounds, they continue their exploration of the sub-level.

Traps, Traps, Traps

The group opens the doors to the next room. As they do steam comes billowing out. As they attempt to look in, they can barely make out the shape of a well in the center of the room. They enter to investigate only to be assaulted by electrical shocks coming from small blue lizards. After taking care of the lizards, they investigate the well which seems to be some sort of hot-well causing the steam to rise.

Beyond this room is another door. Inside they find a room with statues on either side. One is a row of dwarves bearing shields, the other two rows of dwarves with spears. As one spear has a dead kobold on it, the group suspects a trap. Ferdiad runs back to grab a dead kobold which he throws into the room. The floor quickly turns on its side, with the shield bearers "pushing" towards the spearmen. After the fisherman investigates the trap a bit, they decide it would be best to go around this room.

Exploring another hallway they find a headless body being munched on by giant rats. Quickly slaying the large beastly looking rats, they proceed to investigate the body further. In one of the pockets they find a journal filled with disturbing thoughts. Seems the writers head was starting to molt, followed by his ears falling off. Discussed but confused, the party moved on.

The next room was circular with 4 doors and a center pillar. The door across from the entrence was open, but the two side doors were both closed. As they enter the room, the center column begins to pulse pulling the open doors closed and the closed doors open. From the closed doors come two flaying heads. The column has a strange attraction to metal, and it pulls Garth and Seamus to it. One of the heads then gives out a terrible cry, completely panicking Seamus. A flying head then attaches to the defenseless Seamus and begins to suck his face. After a few rounds of struggling the group slays the heads. Thinking back to the journal, Garth clears Seamus of any diseases the head may have given him.

More Creepy Dwarves

Moving down the hall, the group enters an impressive room with crushed dwarf on anvil. Suddenly they are attacked by an imp. It cries out to protect its master, but the adventurers make quick work of it. Investigating the room they find: Obsidian owl bear, Obsidian Tablet with writing on it, slippers, and a cold iron gauntlet. The tablet seems to be a sort of journal or suicide note carved by the crushed dwarf. They also find a secret door behind a table. However, looking at their wounds, they decide it would be best to retreat to the surface and rest in the tower until their companions catch up.

Experience & Loot

  • No experience is avalable for this saga.

Loot:

Obsidian owl bear
Obsidian Tablet with writing on it
Slippers
Cold Iron Gauntlet