spell jammin', across the universe

Down on the Upside

The party was silent as the scale and logistics that was before them sank in. They would have to travesre the inner surface of the planet of El Dorado to what appeared to be a point directly above their head to escape this gargantuan cavern. A quick discussion made a call that the mines entrance that they had just gone through, and the point that the floating mothership that they had seen would be on points directly opposite each other on this planet, so the point above their heads should lead to directly under her.
Radiating Away from the ‘end point’ above them, there seemes to be about 5 or 6 ‘waves’ or layers ( the number was guessed, as the high walls surrounding them covered the perspective of the inner surface as it travelled down) of these domes to where theyu currently stood, so that was the minimum they would have to pass through. What they actually were though was a point of much conjecture. Prisons? Treasure Vaults/ Lifejammer helms?

A diretion was picked at random, and the party moved on. As they reached the Y junction before them, each arm revealed that it travelled to an area that opened out into a small area that lead to one of the large domes. Set into the front of this large dome, at ground level, was a smaller dome, set about half way out, and within this dome was a small opening.

The smaller dome (it was still large enough to hold the party, plus room for many more), when entered, was found to have no exit out of the room. FOr the first time though, there was a break in the surface between the floor and walls. Norad noticed that on the Right hand side of the room was an indent of a elvish sized hand, and on the left hand side there was what appeared to be a key hole. Johnny examined the key hole and found it was just tha, a key shaped hole with no working mechanism. Thuls examinations determined that the seam between the floor and walls indicated that the dome turned on activation, spinning the rooms walls so that the door behind them would become the door before them, allowing entry to the larger dome beyond. A quick inventory search showed nothiong that seemed to be what they would need, plus lock picking, SHadows staff and Norads Elvish hand were all tried to no avail. THe other dome down the opposite arm of the y-junction ended in the same set-up, as did the other directions from the original ‘room’. The party had reached a dead end. Assuming that the way through layed in one of the un-explored portions of the planet above, they traveled back to the surface.

Exiting the mines, the party travelled directly north, between the rubble mountains. Norads keen eyes spotted an electrum horror perched on a rock in the distance, apparently watching the party, and dispatched it with glowing enemy seeking arrows. Travelling on, to the west, the party came across a small, simple stome cabin, set into the rock wall. Though close to the raging river that split the planetoid, its distance and the mountainside dulled the noise to a calming grumble. A few trees (now dead) stood beside the cabin, surrounding a small stone bench infont of a statue of Morradin, carved to be working at a (functional) anvil. THese fact combined to give the area an aura of calm, a place for instrospective devotion. The cabin was empty, and simply adorned, a few simple idols to MOrradin around, and a journal. The journal indicated thet the cabin belonged to a prospective Comtemplative called Dillon, and told of a dream of his, where Morradin came before him, offered words of encouragement, and gave him a gem. When Dillon awoke, he discovered the gem to be in his hand. His last entry said he was travelling to Morradins Idol, to offer the Gem back to ask for assisstance against the invading terrors.

THe party rested, and Thul prayed and worked at the anvil at Morradins statue, fitting Dillons gem onto the face of Grudgebringer, into a carving of a mountain. Grudgebringer slowly accepted the gem, as if it had always meant to be there.

The party moved on to the North, coming into veiw of the edge of the mealstrom, and the broken bridge, from the other side. Coming around a rubble mountain, a strange sight if a forrest came into view. After a doubletake, the ‘trees’ were recognised as large Mushrooms, appearing to be related to a normally subterranean species called ‘Geigerwort’ that some travellers used as emergency rations. Travelling into the darkened forest, Norad noticed a set of tracks, travelling from the north, towards the mountain side to the south. Following them they lead to a small clearing, with a single MUshroom in the middle of it, with what appeared to be a peice of paper stuck to it. fearing an ambush, Johnny and Ihsahn ran to the tree, pulled down the peice of paper, ran back to the party, handing it to Thul. THul looked at the paper instinctively, reading the drow words inscribed on it

‘Explosive Runes, Bitches’.

The explosion knocked Thul off his feet, back to the feet of Norad and SHadow, while Johnny jumped instinctively out the way, leaving Ihsahn to absorb the remainder of the explosion. While people dusted themselves off, Norad re-examined the trackes, and realised he had been fooled by an illiusion, some kind of diversion. Under closer inspection, NOrad could faintly make out a light set of prints, travelling to the north. The party follwed these, but they were extremely faint, and were lost not long after. A search of the surrounding area found tracks to the south, which seemed to be the origins of the tracks the party followed south to discover the drow massacre site. A group of renegade, or possibly ‘good’ drow was theorised, and the party made a search for them, Travelling north again, Norad came across an area that appeared to have been hastily covered, trying to hide a large amount of foot traffic. Ihsahn and Thul also noticed that the shadows of the surrounding forrest seemed to have grown unnaturally thicker, almost clinging to the trees. AS they gave a warning shout, 6 xenodrow errupted from the shadows, attacking the party. PArt of one of the shadows coalesced to a vaguley human form, and traversed the battle scene, making a beelinf for ihsahn, but the party, acting as one, dispatched the SHadow as it reached him, including Shadow himself striking the killing blow. THese actions revealed a strange, shoedowy figure within the trees. Her true form was hard to focus on, shifting and switching, no real details could be made out.

THe ambush was quickly dispatched and, with the falling of the shadow-mage, a small part of the forest disapeared, showing it to be an illusion aswell. This lead to a small camp, showing signs of drow cannibalising other drow, and the corpse of a drow only seen in SHadows vision from his staff, and from the description from "Ripper’ Lee as the one who put the enchantment upon him. SHe carrried a few puches, one carrying a small metallic hand, intricately carved,, made from clockwork and precious metal and gems, another carrying a similarly carved key, and another carried spell components for a spider climb spell, and a flawless ruby.

A little further north was found evidence of ‘farming’ of the mushroom trees, and the tracks of the driders ( possible used as heavy labour and’or pack mules), and the exit from the forrest. From here, the gigantic scale of the mothership Sulace could be seen, and the fact that, while very high in the sky, she lay over a large crevasse before unnoticed. This was atleast another half a mile(or more) deep, the walls flat for the first third of the distance from the top. ON the floor of the cravasse layed Drow city, taking up most of the space, and behind it a flotilla of evil looking spaceships, from large carriers down to single person pods, all made from a multitude of precious metals and gems.

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Goin' down to the cross roads

Standing in the carnage after the battle with the Spider Mage and her companions, the decision was made to move on quickly, and possibly find somewhere to rest. Reasons were thrown around for and against both the cave and the Dwarven Church, and whether to move towards the Sualco, or to continue on exploring the planet. the final decision was to continue on with the exploration of the planet, and, after a quick round of healing, rest was postponed till later.

The Party moved backdown the mountain, towards, and then past, Hadleys Hope. Reaching the crossroads, continues west, against the traffic of the masses of drow tracks that Norad identified. Soon after leaving the crossroads, the ground began to rumble and shake again, causing all the characters to stumble. As the tremor worsened, Thul and SHadow lost their balance completely, Thul beginning to tumble into a crevice in the ground that the earthquake had opened. It was only because of Ihsahs quick reflex and Thuls aversion to haircuts that prohibited his falling into the crevase, which closed seconds later, as quickly as it opened.

After picking themselves up, they continued on, coming across another crossroads. The road south lead back towards the landing site and the arachnomancer chasm. The path north was where the traffic of drow tracks continued from, where as the final path led back up to the mountain opposite the landing site, and looked fairly untraveled. The party decided to take the path less travelled.

The path travelled up into the mountain top quickly, and the got moister as the characters ascended. Reaching the top. the found that there was a high rock wall backing this mountain top, collecting the moist air up in this area. Also, there was a strange warmth to the rocks, causing the moisture in the air to condensate, beading and running of the stone. This gave the ground a squelchy and soggy surface, collecting into near swamplike conditions
the further towards the center of the mesa. Within the swamp, a large carved head of Morradin was discovered, obviously a place of devotion,offering and pilgrimage, indicated by the large number of urns and amphoras set as tribute around the statue.

As Thul began to examine the urns, the some of others began to see movements out of the corners of their eyes, while others began to have strange feelings wash over them. As quick as lightning, tentacle-like appendages starting shooting out of the swamp, striking and lashing onto Norad and johnny in the blinking of an eye. The strength of these appendages surprised the pair of them as their grip started to tighten.

Ihsahn charged the submerged creature, attempting to skewer the creature, and pin it to the ground. For his troubles, half a dozen of the tentacles flew out at him, half landing and tightening. Johnny and Norad tried to free themselves from the tentacles grip, finding themselves on the receiving end of more attacks, one tentacle even weilding a sword to attack ohnny. Ihsahn found him self on the receiving end of another barrage of attacks and these, combined with the tightening of those already grabbing him, brought the barbarian close to death for the second time in as many days.

SHadow began to intone arcane words, and the air above the unseen assailant exploded in a nova of fire,and between the clouds of steam, the many limbed obscenity that was attacking them was visible untill the swamp waters rushed back in. The flames burnt off the appendages still holding most of the party, except for ihsahn, who was left with a couple. Making the most of the opportunity, Johnny went for one last ditched attack, knowing that this attack would either fe the end for the monster, or for him and ihsahn. His axe struck true, and the creatures black ichor filled the water. The party made a hastry retreat to back to the mountain path, and rested and healed.

They continued back down the path, and continued west. Out of the gloom, a massive stone wall came into view. The wall was carved in the shape of dwarven heads, with a set of large stone doors, and the phrase ’ The Mighty Mine Fiornia 161 ’ and "May her veins run deep and true’ carved under the heads .This was the main mine on the planet, the cornerstone of the dwarven battle plans for the future. Even from this distance though, it was the evident that the walls had seen much violence. Large cracks and blast marks could be seen, peices of the faces had been taken out, and the massive doors were broken.

Behind the doors was a scene of a massive battle, fought centuries, even millenia before, showing the strength which the dwarves defended with, but how outclassed and caught be surprise they actually were. Warehouses destroyes, foundries and molten metal used as weapons, iron golems, usually used for carrying euse, unsuccessfully, as weapons. Amongst all this ancient carnage were drow corpses, some months old, some years, some decades, some older, all having emerged from within the mines. Drow of all types, with all types of injuries, some having died of their injuries, some having been assissted to shuffle off this coil.

The further towards the back of the mines the heroes travelled, the destruction intensified. MOre molten metal, more golems. and then they reached the doors of the mines themselves.

The mighty Morradin inscribed doors were, again,, broken and burnt. They led into a massive collection area, where the battle obviously continued. The mines themselves opened out into a massive deep cavern, carved out around a massive internal column, with a staircase cut out of the column itself. The staircase itself went down for miles, with tiny side paths and mines coming off of it. The group followed the staircase to the bottom, with the occasional dessicated drow corpse on the stairs evident. At the bottom, many mine paths branched off, but Norad determined from which of the traffic came from, and the party moved off.

After a while, the dwarven mines changed into a familiar flat, smooth and circular tunnelling system, indicating the owkr of the clockwork horrors. The tunnel then slowly began to slowly spiral downwards, and, after a while, inexplicably, the tunnel shrank to half its diameter.

As a precaution, Shadow sent his familiar forwards to investigate, who reported nothing special, but that the climb got harder the further as it went along. Continuing on, the party discovered what appeared to be hand holds in the wall, and, then as reported, the climbing got more difficult for no apparent reason, The feeling was similar to approaching the gravity line on a spelljammer, and the walk, and then crawl, quickly turned into a proper climb. After a distance, the party saw above them what seemed to be a trapdoor. A quick party shuffle, and ihsahn opened the door and they all climbed out. The were met with a familiar blue/purple haze, and what appeared to be a large cavern. The walls aroound them were a few hundred yards apart, round, smooth, and seemingly carved straight out of the floor. Four corridors were equidistant around the walls, leading down to what seemed to be a Y junction, wwhich split and quickly out of view.The ceiling abouve them seemed to be carved with a strange geometric patten of lines and circlesm, untill the scale of the room sunk into the characters.

They standing on the internal surface of a massive sphere, the inside of the planet eldorado, hollowed out. The ‘Pattern’ on the ceiling was a maze of paths, y-junctions, and spheres crossing the internal surface, all leading to ( or away from) another large circular room directly above their heads. The parties headsd swam.

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The tomb of Hadley Forgefire.

The dwarven ancestor who revealed his name to be Craghorn ‘Ripper’ Lee, helped the two spellcasters to determine thwe various abilities of the items found in the hiding space. The loot was split among the party, Thul received the belt, Ihsahn the cloak, Norad the boots, Johhny the axe and shadow the necklace. The bag of holding was examined, and found to contain a cache of potion, and two strange metal rods. Thul questioned the Dwarven ancestor, and he replied thusly
‘blowed if i know. He carried those things with him since he was a young lad. They’d been passed down through his family for generations, relics of some old dwarvish war or battle or some such. Truth be told, i’m not even sure HE knew what they were for exactly, just that when the time came, he’d know.’

Satisfied, the party rested, bade the ancestor one last goodbye, and exited the tomb of Hadley Forgefire.

As the stepped back into the blue haze of the planets unnatural sky, still blinking, the party was met by the shape of three horse sized spiders. Astride each spider sat a Drow, armour clad for the first time. With a simple drow word, the spiders dissapeared in a whisp of black smoke, the drow landing deftly on their feet, stanind and drawing weapons in one fluid motion. The two forward drow carried evil, wickedly sharp blades, the third, at the rear, a metallic snake headed whip, which seemed to writhe of its own accord.

With the removal of the spider mounts, behind was revealed the familiar shape of the Spider Mage from the arachnomancer chasm, flanked by two large black widow spiders. Her front legs twitched, and her mandibles clicked, and, before the parties eyes, the three drow warriors grew in size till they towered over the party. As the two spiders moved in to the party, a single arrow flew out of the darkness, striking Thul deeply in the shoulder.

It was on.

Johnny and Ihsahn charged the drow warriors, Ihsahn matching their size growth, both wickedly attacking one drow, but, as they did, the spider-mage summoned walls of web surrounding them and the drow, blocking off the entrance to the tomb in the process. This left Thul, shadow and Norad. alone out side the walls. Norad dealt with the spider advancing on him with ease, and then procceded to turn his attention on the mage. Thul and shadow found themselves pinned down by both the advancing spider and the unseen archer, the constant damage interfering with their spellcasting, limiting options. Meanwhile, inside the web, Ihsahn and Johnny were discovering how devilishly sharp the drow swords were, and on top of that, the cripplingly painfull lash of the snake headed whip was eroding their dstrength with each strike.

Things started to go against the party. Ihsahn nearly fell under the blows from the now hasted drow longswords and whip, shadow took a few near lethal arrow strikes, thul was keeping the large
spider at bay, only Norad was under contrall as he started to whittle down the drow mage. THne, in a sudden flurry of action, Thul used magics to charge through the enchanted webs and, drawing on the strength of his new belt, healed the nearly dead ihsahn up to continue the battle again the drow. One quickly fell, and, even though johnhy lost his new axe in the sticky webs, the tides began to turn.

Shadow, on the other hand, suffered from more arrow strikes, and was in trouble himself, and things looked grim. Suddenly, a noise like mountains colliding was heard, and a ghostly figue of a large stone dwarf passed him, off into the gloom. The arrows stopped.This allowed his to finish of the spider ( with thuls help), then, using a fireball spell, both damage the spidermage and open the web walls. While this was happening, johhny and ihsahn had dropped another drwo warrion, and was finishing off the third as the web wall dropped, allowing them to turn focus onto the spider-mage.

As powerful as she was, she was no match for the group, and quickly fell under a rain of blows, reverting to her drow form upon her death. Ihsahn destroyed the snake headed whip with great gusto, and the party gathered themselves to plan their next move.

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play by mail part 4.

As the smoke clears, a fine ash dances in the arc of Alexei Johnnys torchlight. Scanning the room the dimensions of this room become clear.

The room, as already known, is about 40 foot wide, with two rows of
columns ,carved directly from the surrounding rock, running running up the middle.

About two thirds the way down the room, on each side, is an opening, with the back wall of what appears to be a corridor visible.

The back of the room is at the edge of the range of Johnnys bulls eye lantern setting of his gauntlet, but from here you are unable to see a wall or end of any kind, though you can see that the room does taper and narrow slightly.

“If there’s anything down here it knows we’re here now. This calls for a subtle blend of stealth and extreme violence.”

With that Ihsahn advances up to just in the edge of the field of light, sword firmly clenched.
Ihsahn’s footsteps echo off of the cold stone walls as he moves cautiously down the room. twice he has to step over the remains of what appears to be s a smallish humanoid, charred by the fires, but still retaining a recognisable drow frame.

As he nears to pair of openings further up the room, he is ablw to see what lays behind them.On both sides, a short passage way, no more then 20 or 30 feet, open out to a strange shaped room, The meagre light that reaches here from johhnys lamp show that the walls seems to have etchings or carvings on them.

As his eyes becoming more accustomed to the gloom, Ihsahn is also able to see towards the back of this room too. Much like on the left and right hand side, the back of this room opens out into another oddly shaped room.

Two figures can be seen in the dimly lit room ahead, but not well enough to actually make out well. Neither seem to be moving.

The party moves up without incident, Johnnys torch illuminating the three rooms that surround the junction. The rooms on the left and right are empty, but seem to contain frescoes of various scenes, people, landscapes, wildspace scenes and various others. The contents of the room in front of you are thus:-

The first figure causes a momentary jump around the party, as the shape of an extremely large, spindly legged spider comes into view, sitting on top of a large stone construction, which is very obviously a sarcophagus, a figure of a dwarf at rest can be seen on the lid. A quick double take reveals that it is merely the desiccated husk of a long dead spider, and a Tomb Spider if Ben Shadow is to be believed.

The second figure is that of another large statue of a Dwarf, also in full battle gear, this one standing more at ease than the one above ground, and this seems to be a carving more of a generic ‘dwarf’ more than someone specific. It is covered in a reasonable layer of dust and spiderwebs, though a strange peice of paper is attached to it’s chest. You also swear that in the stone eyes of the statue you see……something.

Thul, the closer you get to the statue, the more you are sure that your initial impression is right, the statue seems to slightly vibrate with some internal energy.

The paper attached to it’s chest catches you attention. It is written in the same scratchy, scrawly, spidery script you saw inscribed on the church before you came to this realm, and tattoed on the hand that started this damned journey, and the spell book Ben Shadow acquired. With your new found understanding of the drow language and script, you start to pick out words among the message "…..you move………cursed…..defile for eternity………you guard’

Ihsahn looks confused “Why would they leave a note to a population they’ve already annihilated? Who did they think would find it? Regardless whatever they’re looking for I’d wager they’ve found it, the Drow could afford to throw a hundred hundred men down those stairs until they got what they came here for”

The detect magic shows that the note itself is magic, not magical. The statue has a magical aura, though more reminiscent of a summoned creature more than a magical construct. There also appears to be a source of ambient magical energy behind a wall behind the sarcophagus.

Thul places himself on the ground infront of the statue, and motions shadow to sit beside him. He reaches into a small satchel attached to his belt and, almost without watching, takes out various icons and insence, arranging them around them. While he does this, he explains to Shadow ‘what i need you to be doin’ is this. Look deep inside, i want you think about whatever it is ya do whenever you cast a spell. Not the.words, or the movements or whatever, they be different for each, but there is sonething you do every tine you cast a spell, so ingrained in you that you may not even realise you do it. This focus you use, whatever it is, i need you to harness it, get a hold of it, and when you find it, instead of casting a spell, i need you to reach out and pass it on to me, can ye do that?’

Shadow nods solemnly, and Thul starts to focus inward himself, reaching back through his memory to unlock past spells. Unlocking the one he needs, he prepares it, and waits. Shadows hand falls on his shoulder, and Thul feels a surge of energy through him, and he begins to cast his spell.

Dual energies flow into the paper ward, and the script glows on the page, slowly increasing in strength, untill the words themselves light the room. Sweat starts to drip from Thuls brow as he struggles to overcome the magics, and shadows brow is deeply furrowed, his eyes off into the distance in concentration.

A sine whisp of smoke starts to trail up from one corner of the note, the paper brginning to crinkle and darken. It begins to curl, and a small flame begins to lick at the paper. Thul and Shadow grunt in unison, and flames ungulf the paper, burning it up in a flash of pure, white light, and the ashes scatter to the floor.

Thul Breaks wind.

The large stone dwarves knees straiten, slowly at first, to the accompanying noise of stone grinding over stone. The noise continues, as his shield is brought up in front of him, then his mace brought back as if ready to strike, the speed of his movements gathering momentum already. His head begins to turn towards the group, the rest of his body quickly following until he is face-on with the group. His gaze sweeps you all, stopping on Thul.

A voice reverberating from deep within the stone carcass escapes from between granite lips.
‘ A son of Morradin, thank the forge. What are you doing here, I have not seen a dwarf in Millenia. Only those accused elves’
The memory seems to trigger something, and an anguished yell escaped him, a war cry like Mountains colliding.
‘Tell me of the elves, and the outside.’

You slept for a long time, possibly as long as I. My name is Thul Urak’Dorn, cleric to the 4 gods. I estimate a possible 450 years ago we lost everything. Moradins forge has been taken over by a foul race far worse than the orcs. Mindflayers, and Eldorado compleatly ravaged by the Drow! Yes now you have a name for your hatred. Im on a mission of vengeance and these are my brothers in arms. I seek to reclaim whats ours and bring justice to the countless dwarven souls lost, and …I need your help. Will you aid us great Ancestor?

Both anger and torment can be felt in what passes for the stone dwarfs voice.
‘The dwarves are gone? El Dorado lost? Moradins Forge in others hands? Enslaved by the Illithid? What madness has become outside this tomb? and only 500 years you say, i swear millenia has passes as i stood, unable to move.’

he pauses for a second, as if in thought.

Drow? that is a name i remember, hearing stories of them from my childhood, but they were savages, an embarassment to the elves, how did they defeat the dwarves, and here of all places?

I myself cannot aid you, part of my deal of returning from Morradins side, to watch my blood-brother here, was that if i was ever to leave this tome, i would return to my own.

Thuls shoulders noticeably drop. His hands raises to his forehead and down his face in frustration.
“Could I have made a mistake! I spoke with Clandeggin him self he said do not waver. Along this path, near at hand, you will find a tribute to the one whose legacy you defended. Within it is his blood, set in stone. Free his blood and an edge will be found and then a vision of Moridan telling me that a gift he gave to one more righteous than I would pass to me. I thought you would be the edge. I have…I have failed.”

he pauses a beat.

We move on brothers let us not linger a moment longer, we cleansed this tomb and that is good. I feel its time we took the fight to the drow. The grudge bringer yearns for foul skuls to crack."

‘No, wait, you misunderstand me brother!’ the dwarf splutters, ‘I myself cannot leave this tomb to help you, but that is different to me not helping you at all.’

‘Hadley Forge-fire was the greatest dwarf i ever met, one i was proud to call my blood-brother. This is why i chose to come back from Moradins side to……’ he trails off sadly. ’His battle regalia was atop his tomb, but those acursed elves took it before my helpless eyes…bit they did not get all of his belongings.

He points to a scarred and damaged section of wall behind the sarcophagus. ’Hadley travelled across the spheres,breaking new ground on a dozen new planets, including this one. He collected items from all around wildspace that would help him on his journeys. Those items, i had puto be with him to continue his journeys forever. ’

Thul looks where the stone dwarf points.Its where he could see the ambient magic coming from. Also, among the scrathes and damage, he can see a series of intricate of knobs and dials,.all hidden in and among the rockwork. ’ These items can only be removed by a living child of Morradin. Take them, and do what is right’.

Thul holds back manly dwarven tears and walks to the wall.

Thuls walks u to the wall, and deftly manipulates the natural instinct about the cunningness of stone, and the wall to the secret compartment rolls aside

On a set of shelves behind the wall are the following items , which Thul takes down one by one, and, after kicking the dried husk of the Tomb spider out the way, lays them on top of Hadleys sarcophagus.

- A set of knee high boots, e.ch made from what looks like a single rabbit skin
-A belt braided out of some kind of hair, with three large white pearls woven into the front
-A leather woven necklace, adorned with a single peice of black quatrz
- a long tomahawk, with a wooden haft and a chiselled stoen head, tied with leather bindings
- a cloak made from a tapestry of many different types of skins and hides
-a medium sized leather sack

Thul, maybe your edge is among these, or all of these, i do not know. This, to me, sounds what Clandeggin was referencing. What the Forge-father told you, i do not know, maybe that is further down your road.
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play by mail part 3 the third bit

A wave of restlessness passes through the party, a shared feeling of itchy feet, and an unconscious decision is made to move on. After a quick breakfast, packs are stowed, weapons are sharpened, bowstrings tightened and spell lists finalized. Eyes are cast around the inside of the church one more time, and at least one, though likely more, lowered voice asking Morradin for guidance. A nod passes around the party, a few words of encouragement, and Ihsahn cracks the door to the blue haze outside.

The lack of breeze means there is still an oily, meaty haze throughout the village. This does nothing to subdue the ambiance of Hadley’s Hope, and possibly helps hasten the party onwards.

The mountain (for lack of a better word), lies about 3 or four miles away to the west and slightly to the south. As you approached the village the first time, from the side you saw, this just appeared to be another pile of rocks and boulders like those that litter and line the landscape. But, from this approach, you notice something different. There seems to have been a smaller hill or mountain here, at the heart of the pile, and the detritus has been stacked up the sides and around it, at least doubling or tripling the original size. It is through this rubble that the path Norad spotted winds, heading up the side, logically to the plateau of the original mountain.

Ishan: Thul, can you tell from here, is that Dwarven Construction or something else?
Thul: Thul stops in his tracks and givs Ishan the you stupid boy look
“Ishan if you continue to ask meh every time we wonder past a pile o rocks “did Dwarves put them there.” Im going to drop one on ye head n er sleep!".

You reach the beginning of the rockpile unobstructed, a gap in the Rubble large enough for two of you to walk side by side with ease. The top is open to what passes for the sky, with the rocks being about 15 to 20 foot high,giving you enough light to traverse the path ease, but enough shadowy corners to cause equal amounts of unease.

The path through the rubble is reasonably flattened and worn, indicating some use, instilling in Thuls mind the possibility that this is of Dwarvern construction, thought the width ( or lack of it) indicates this was more just for ‘personal’ use, for example lacking the stairs and slide sections that the path up to the landing platform had. The gradient isn’t to bad, the mountain only being about half a mile high or so, but the path cuts back and forth across the mountainside, causing the trek up to take another couple of hours.

About halfway up, a small tremor, felt in the pit of your stomachs, send a small cascade of pebbles and small stones down a rockface, causing everyone to start out of their reverie.

The unevenness of the rocks means that brief glimpses of the surroundings outside the mountain can be seen, but not enough to give any real indications of the layout.

Seems like an ideal place for an ambush, Norad, are you able to scout ahead and see what’s up there?

Norad responds with an almost imperceptable nod and is off up the path in an instant. The path ahead of him is straight, and reasonable will lit for the area, but he does a strange side of sidestep, and disapears into a small pool of shadow, and is gone, the sound of his bootsteps evaporating into the cold, still air.

Time passes.

Ihsahn speaks “this doesn’t augur will friends, I suggest we advance slowly”. He draws his sword and suggest the group advances slowly towards where Norad disappeared from

As you to this, Norad steps, silently, out of a shadow infont of you, a bemused smile on his face at your premature worry. The smile quickly fades from Norads face, as he reports on what he saw.
‘The path up the mountain continues much like you have seen so far,’ Norad says, ’ no major surprises, the only signs of life are some old spiderwebs on rocks. A few tracks of drow, but not many and not really recent.’.

‘The path plateaus out onto a resonably large,flat mountain top,’ he continues. ‘I am no dwarf, but this seems naturally flat, not like where we entered this damned place’. The outbreak of emotion and wild cursing from the normally stoic elf startles you all. ‘I could see trees around, both singles and in clumps, but these are nearly petrified, like thoses in the villiage below. Small rocky outcrops abound too. i could get a good view of the valley below and the lands infront of us from the top of the path too.’

He waits for a small second before adding ‘There seems to be two smallish structured of somekind towards the middle of the mountaintop.They were a little to far off for me to get a good view’. Norads exhales long and slow, and looks around. ‘What next, my freinds?’

Thul : Show me what you saw.

You reach the mountaintop with no issues, and the lay of the land streches out infront of you, for as far as the meagre light afforded here illuminates.

Beneath you can be seen the path that lead you Hadleys Hope, and beyond that is the northen road which leads away from the crossroad on that path. The northern path continues between a pair of the rock and boulder mountains that cover the area. The path leads away, and you lose sight of where it goes over the horizon of the planets curve.

This path leads directly to the silhouette of the mothership Sulacco. The mothership Sulaco, backlit by the skies purple haze, hangs just over the horizon like bricks don’t. Her gigantic size is slowly dawning on you, and the view from here confirms her spiderlike-ness, but with towers and minarettes adorning her shell, and extra legs/fangs compared to the smaller version you saw attacking the Nautiloid.
Scale from here is hard, but she is still easily the largest ’jammer you have ever seen.

Ishan: I got a bad feeling about this…..

The purple haze itself seems to brighten slightly as it gets closer to the Sulaco, intensifying directly over it, giving her sn unnatural haloed effect.

Ihsahn speaks “There must be something else that we missed unless the relic of yours is on the road in to the belly of the beast. Perhaps even directly underneath the Spidercraft itself. Maybe there is a reason that its anchored where it is”

The plateau you stand on is as Nordad described, fairly flat, but not unnaturally so. Small rocky outcrops dot the area, as do the same nearly petrified trees you saw in th village, standing alone or huddled in small clumps. Toward the middle of the mountain, two smallish structures ( for lack of a better word) can be seen. No real discernible shapes can be recognized, though you all agree that one is forward,.standing a small distance closer to you than the other.

Thul: Lets move up men. Jonny up front. Norad stay by shadow. Keep your elven eyes wary. Ishan in the mid with me.

Ishan: Agreed, perhaps the hermitage we seek is one of those structures.

Keep a look out for any more of those infected, ghoulish, abominations. Let’s aim to deal with them from afar this time around

You cross the distance ( about a mile) will no incidents, and very little effort. You slow up a little towards the end, as what you are approaching comes into focus. About 100 yards away or so is what appears to be a statue of some kind, which Norads elvish eyes discern to be of a dwarf. A couple of hundred yards behind is a large rounded mound of somekind, rising out of the ground.

Ishan: “A burial cairn” Ihsahn says “perhaps this lost artifact is interred with one of your people Thul. Is there someway we can divine it’s location without disturbing any graves unnecessarily? I would not want to incur Moraddin’s wrath by interrupting the eternal repose of one of your forefathers”

The statue is carved from one single piece of granite, with such precision, skill and an attention to detail that nearly brings a tear to Thuls’ eye. It is of a dwarf, about 8 feet tall(though to scale), in full armour, shield and battle axe in a protective stance, his eyes looking over your shoulder towards the villiage from whence you came.

He stands on a pedestal still made from the same piece of granite, which has an inscription carved into it in Dwarvish runes.
The burial mound has to large, stone doors at it’s front, which you can see from here are opened at what seems to be odd angles.

Ishan: "Are we too late? Has someone already plundered the tomb of its treasures?

Perhaps someone is down there now waiting for us. Thus, this is your holy ground, what do you counsel?"

Norad can determine a few different tracks of differing ages. The area has been walked flat a long time ago, presumably in the construction of the site, and presumably by dwarves. More recently, there are some bare footed drow-type tracks, and mixed in with these are some arachnid type tracks, with accompanying drag marks, but neither lots of these seem very recent. “Should we proceed with caution? Johnny Alexei, Norad Ben, do you want to scout ahead?”

Jonny: Aye im in

Johnny and Norad approach the burial mound cautiously, Johhny taking point, with Norad giving cover and support, they pause briefly at the broken doorway, and you see Johhnys enchanted gauntlet flare, and shine into the darkness.

The pair enter the broken doors, and descend, heads bobbing down some unseen stairs. They are quickly out of sight, the tell-tale glow of Johhnys torch visible for a second, then swallowed by darkness. After 5 or so minutes, Johnny, then Norad emerge, slightly dusty looking, and Johnny becons you all over.

Jonny: The stonework is amazing, must be Dwarven..

About 30 steps down, the spiderwebs are pretty thick – but there’s a pit trap that’s been sprung with a stack of drow on the spikes… it’s about 40 feet wide… think we should go and check it out..

Ishan: How fresh were the bodies? Can we safely navigate over or past the trap?

Jonny: The bodies.. are… desiccated. Yes, the pit only traverses part of the room.. so we can navigate past. But we will have to be careful lest more traps are present

The stairs down will fit 2 abreast, thought a slight squeeze, especially when one of them is a big ball of misplaced rage and anger. The room after that, in johnnys opinion, is large/wide enough for everyone to stand side by side with ease.

Ishan: Right, glory awaits then my brothers!

Passing through the large, broken doors, you see the stone work Johnny described. The stairs, walls and ceiling have all been hewn out of the rock surrounding them with such skill and dedication that not a single blade stroke, work mark, seam or blemish can be seen. The stairs descend quickly, tso much that at the 10th step down, your heads is below the ground level above, taking the last of the (un)natural light with it. Cobwebs, hang by the walls, broken by Johnny and Norads previous excursion. The air is stale, dusty, with a slight bitter tang to it, the taste of an age, undisturbed.

At the bottom of the stairs, the corridor flares out slightly, giving the impression of a landing area, but this floor has gone, and the pit trap below has been revealed, spikes still glinting with deadly sharpness, their drow victims on show. The pit’s shap continues to flare out, widening to about fourty feet in width, when the floor of the room begins for real, a 10 foot gap in total to cross.

Thul: Ya know for all the horror we seen on this rock. I like it here.Ah mean , look at them spikes down there.
Craftsman ship.
Thats what that is.
Craftsman ship.
Every spikes a killer, no higgilty pigilty goblin pungi pit. nnoo this is a death trap.

Nothing worth seeing on the bodies in the pit, they seem to be much like most of the otheres, minimal clothing, no adornments. From the shattered tiles on the base of the trap, you can tell this flooring would have been made from interlocking tiles, giving perfect support if walked long them in the right order. Obviously, these drow did not…and the floor/trap cannot be reset without remaking the tiles. Johnny plays his torch over the room behind the pit, and it’slight is quickly swallowed by a combination of gloom, distance, and thick spiderwebs. The back of the room cannot be seen from here, but pillars of some sort can be seen running back down the middle of the room.

Ishan: How do we get safely across or around the Pit? Johnny Norad can you show us a safe way?

Jonny: backs up for a running jump…. shall I? So, ill head on over with the rope and lash a pillar. Ishahn can hold the other side while the others come across then leap the void too… Yeah? YEAH!

Ishan: Well the Drow bodies will break your fall, worst case scenario

The first pillar is set about 20 feet back, slightly off center to the right of the room. Again, like the stairs down,.it has been carved seemlessly out of the surrounding stone, ceiling joining floor.in one continuous peice. The spiderwebs here actually reqire.some effort to get through, but the amount of dust you dislodge while doing so show that they havent been disturbed in ages. The pillar is reached and a knot is tied securely.
Using nothing but natural ability and moxy, AlexeiJohnny ties the rope to the stone pillar with gusto, gives the line an exploratory tug,and gives the thumbs up to Ihsahn. Ihsahn leans back, taking the strain of the rope. It creaks loudly under the strain, but seems to hold.

With a nervous giggle Shadow steps up to the rope, and peers along it’s length. He looks at Johhny, then at Ihsahn, then back at Johnny, inhales deeply, and then sets his weight onto the rope. A slight grunt escapes from Ihsah as Shadow begins a slow, clumsy hand-over-hand Monkey climb across the rope. He reaches half way…. and hesitates for a second, the muscles on his thin arms starting to stand out, beads of sweat on his forehead. His breathing intensifies, and the group as a whole take a breathe,

Then, out of an unseen fold of his robe, a spider scuttles up shadows side, and sets its self on shadows shoulder. Before your eyes, his grip intensifies back onto the rope, and he starts to move with confidence, and quickly reaches the other side, landing deftly on his feet.

Alexei Johnny grins a smile of vindication, and beckons to Thul

Thul: Umm maybe lower meh into teh pit ill navigate across then pull me back up

Insahn lets out a mighty belly laugh, as much from relief as anything else. I knew you had a trick up your sleeve Mage. Thul, where’s your courage.Moraddin will protect you from the worst

Thul: Moradin gave mr brains enough to know never to take ye advice. And wisdom enough to know me own failings. Besides ah get to see teh spikes and skill o dis death trap up close with out having one lodged up me anus."

a subtle shudder goes through the universe at the mention of Thul’s anus. Ihsahn passes the end of the rope around his back, back towards the pits edge, and starts feeding it down the pits wall. He then digs in, as Thul slowly descends down the pit, jumping across effortlessly as the dwarf reaches the bottom. After a couple of minutes examination, Thul calls up to be hauled up the opposite side of the pit. After much groaning, farting and effort ( from Thul), he reaches the other side of the trap.

The group congregates on the other side of the pit, and Alexei Johnny scans the room with his enchanted torch.

The room is, as seen, about 40 foot wide, with two rows of columns running down the room at the third-point of the width on each side His torchlight is unable to find the back of the room, due to the thickness of the spiderwebs filling the space, though two open doorways, one one each side, can be seen alittle further down the room, obvious by the way they swallow the light.
some strange large,slightly elongated clumpy shapes can be seen through the gloom and webs.

The place is quiet as a tomb, not to use a redundancy.

The webs are reasonably strong, but they stickyness is nearly more of an issue. After a couple of swings, you need to spend nearly the same amount of time removing the webs from your blade.

Norad steps towards the webs edge, and casts a critical eye over the area. he nods, and kneels, and tilts his head, and stands tip-toe as he surveys the area as best he can. He then goes down and goes down on one knee and starts scratching in the dirt, working tragectories and areas of effect. After a couple minutes deliberation,.he stands and turn to the party. ’As solid as these webs my be, there is precious little in them to catch an arrow,.and hence catch afire. But, i have a solution, though not an ideal one…..

These clumpy shapes that adorn the web, i beleive that these my assist us. They seem to be spread around enough that if i aim for these,they should disribute the fire sufficiently. Any thought?

Ishan: What if they’re full of baby spiders? The last thing we want is to be drowned under a wave of vermin.

Is there one of those pods near enough by that Ihsahn can slice one open and see what’s inside to confirm?

Norad draws four arrows from his quiver of plenty, and rolls the head of each around in a nearby sheet of web, encasing the tip of each.
‘a spark at least then, mage?’ he asks.
with a literal click of his fingers, a small flame burns on the tip of Ben Shadows thumb.
As a group, the arrows are placed over this small flame, untill they catch, and one by one they whistle into the gloom, small whisps of web shrinking from their heat, each landing with a dry, scratchy, ripping noise.

for long seconds, nothing happens.

It begins as a small crackling noise, the echo from multiple points bouncing aound the room, confounding the senses. Four glowing points start to break through the gloom, growing quickly to a vaguely humanoid outline, flames visibly licking around the shapes like an aura.

Then the first explodes like a festival firework, quickly followed by another, then the last two nearly simultaneously covering the area aound them in sparks and burning debris, the webbing around them quickly, and quite effectively, catching alight.

The fire builds rapidly, consuming the webbing with gusto, untill a near raging inferno fills the back of the room.

Then it begins to burn forwards.

The party is suddenly aware of a breeze flowing from behind them, as the fire draws the air in from outside, feeding it’s frenzy. Orange light is reflected on warey faces, and a few nervous glances are cast around as the first wall of heat hits the party, singeing eyebrows.

The dwarf gulps, and sidesteps behind the barbarian.

As quickly as the inferno began, it dies out, its fuel quickly consumed, stopping mere feet away from the party. small motes of black ash slowly float around the party, as they all blink the flare marks from their retinas, and check each other for flames. Finding none, they all turn back to the room, and Alexei Johnny plays his torchlight around the room, revealing what lay behind the webs.

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play by mail part 2 the second bit

Ihsahn begins to speak, his voice full of its customary baritone bravado.

“Brothers, our gods and ancestors have blessed with another day with which to exact vengeance upon these filthy Drow scum. Tell us Dwarf, Peter, did your nights rest grant you any more revelations?”

He then turns to Johnny Alexei “and what of you friend, you look unwell. The dwarven ale too potent for you?”

Thul wakes with something unusual on hia face. A smile.

He washes his mouth with water and dons his platemail.
“I have had a night of visions my brothers. Moradin him self visited me. There is a item or relic on this rock that must find before we avenge not only our friends but the souls of my kin. Then we can take the battle to the enemy and rain down such wrath and vengence the likes will wake the cosmos from its foundations.”

Ishan : Ihsahn turns to Norad Ben Turnbull and Johnny Alexei Rockabilly Fey. “Which of you has the map?”

Thul, can you show us the location? It is something hidden to us until now?

If we are truly blessed by Moraddin which should not delay a moment longer!

As Ihsahn utters his name, all eyes in the room turn to Johnny. he is obviously not feeling well at all. A nasty raised welt on his neck, and another two on his arms, has turned a nasty red color, accentuated by the fact that he has lost alot of his natural colour. His hair and his shirt are adhered to his body by sweat. He looks alert, and in contol of his facilities, just that hefeels like a 2 mile road of beaten crap.

Ishan: “Merciful Sky Mother” Ihsahm exclaims. "You look like you’ve the plague in you. Thul what manner of corruption is this? Is this the work of the drow’s foul venom?

Thul: Nay this is far worse. This is ghoul feaver. And if its no treated soon he will become a ghoul him self!

Ihsahn pulls back his furs to reveal a similar but significantly smaller welt on his right bicep.

Is this the same affliction? He asks

Thul nods stroking his beard.

Ihsahn speaks. “If time is off the essence my wounds are not troubling me, for now at least. Johnny’s need is clearly greater. Tend to him and then we set forth on Moraddin’s quest Thul”

Jonny : gurgles and nods. Arrrrghhh it hurts!

Thul:You may both die with out treatment. But my gods are not done with you yet. Thul places his hands on jonnys forehead and divine light flows through them both. The pearl woven in his beard glows. He dose the same again to ishan. We need to be more careful brothers. We see more of these ghouls then we attempt distance as best we can. Now all gather for my protective wards.

As Thul readys his gear to leave the church, he give one final search of the priests quarters. A sheaf of papers catches your eyes, perhaps you checked them quickly the first time you checked the room and thought nothing of them. It is a basic list of happening made by the priest that resided here, a list of arrivals, injuries, births, deaths, tithes to the church and so on. One note that catches your eye is about a young priest in training, wishing to furnish a closer bond with his god Morradin, and chose to remove himself from the village to close off distractions. There is references to a cabin he was building far to the west past the landing site, and a note to visit him a little later.

“Ishan, Norad. Did we miss anything west side?

Ishan: Ihsahn draw his sword, mutters something under his breath and you marvel as the mighty blade shimmers and reduces to the size of a large hunting knife. Ihsahn delicately and effortlessly draws the tip of the knife across the middle finger of his left hand. Clenching his fist the blood drips from his hand.

“Cleansed of this foul tent I renew my oath of vengeance on my blood, the blood of my kinsmen and that of my ancestors. I shall not rest until I have taken the head of every last Drow on this planet”

Thul eyes widen and a look anger washes the short lived smile away.
" Ye stupid oaf! Ye swear a suicidal blood oath in the temple of meh gods. this is a oath not to be forgotten! You stupid lad, the gods wont soon forget this and ye have no idea how many of the foul beasts reside here! Lets get out of here before he swears on our lives as well!"…Escape and vengeance, bah now he wants genocide of the most deadly race ever known in all the spheres as a one man battalion..(the ranting continues until the party leaves)

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Thul sleeps

Thul – you finish your ritual, and stumble to your bedroll, falling asleep nearly immediately as the enormity of your undertaking catches up with you, You sleep deeply, peacefully, and happily, the words of Morradin himself as he stood beside you rolling around your slumber, no longer drowned out by the forges of Dwarvehome.
‘Indeed, Thul, he who was one with the very stone itself, The path you walk is indeed righteous, but there was someone who trod the paths on El Dorado that was more righteous even than you. He left the fold there, and devoted himself to his service of me. For his devotion, I reached out to him, and gave him a gift, But, alas, the gift is lost. If you happen to find it along your way, I gift it along to you.

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Play by mail part one

The party returns to the temple of Morradin , in the town of Hadleys Hope, for the night, to rest, to tend wounds and to plan. Knocking the dirt and ash from their boots, clothes doused in the cloying smells of smoke and charred flesh, they cross the consecrated hearthstone into the carved stone walls of the church.

The thick stone walls seem to swallow most sounds made, shadows coalesce in the peripheral, forming shapes of drow striking, quickly fleeing as heads are turned. These, combined with the slightly stale, musty air and meagre enchanted lighting gives the place more than just a little touch of ‘tomb’ than some of them might care to admit. Bunk down areas are assigned, watch rotations organised, rations distributed, and, soon enough, as people sit and try to relax, a deep silence falls over the church.

Small showers of dust fall occasionally from the rafters, visual evidence of earth tremors, too minor to be felt, except here, with a lack of anything to distract the attention. They seem to occur at random intervals, never with any great strength, but just enough to keep the dwarf off kilter, a long entrenched racial warning signal constantly being triggered.

Cave In.

He spends most of the night roaming and muttering, poking around in random corners.

Scraping noises occasionally punctuate the silence as Norad lightly ( and later Ihsahn, not so lightly) moves vantage point on the roof as long distance watchman.

Shadows brow is furrowed, his lips move silently as he takes advantage of the first real chance to study the spell book he found at the drow spider temple, and try to fathom what changes where wrought on his staff at the same.

A conversation is started, about whether to head straight towards the silhouette of the mothership Sulaco in the distance, or to examine the last remaining unexplored area on the local map, just to the south of Hadleys Hope, but no satisfactory answer is reached.

The church is the tallest building in the villiage, but, as it is a dwarven village. that isnt saying much. Even the highest point here only gives you a decent veiw of the surrounding area, and back the way you came, but any veiw northish ( which is the direction of the mothership Sulaco ( which is what i’m assuming you meant)) is obscured by more rock/boulder formations.

The highest nearby position seems to be a small mountain to the west you passed on your way into the village ( the small unexplored area left on the map). Looking from where you are on the church roof, you reckon that that point would get you a decent veiw all the way up to the Sulaco.

Isahn begins to speak "Brothers, this reminds me of the story from my homeland of legend of Abbath’s siege of Count Grisnackh’s Keep. Then as now having a clear understanding of your enemy’s forces is key. We should wander into the den of the Spider Mother, this Twice Named Queen, unprepared and unaware.

Norad, Johnny can see you a path that would get us to that peak safely and discretely?"

Thul Spends most of his night before the alter to Moradin. Muttering in his native tongue. Add the odd tremor interval talking at who ever will listen.

“These blasted Drow have all the skill of a goblin with a hangover. The little mechanical beasties toiling away may get the job done of ripping the ore from the ground. But what skill do they have of keeping the earth stable!. Even a worm considers its path. Nay these beasts will destroy the whole moon and all its treasure with it!”

Time passes again and Thul produces a bottle of the long forgotten Dwarven ale on the alter and lights some incense. “if it’s a clear direction ye want to our course of action. Then let it be the commander of battle himself Clangeddin !

As Ihsahn and Norad cross paths on the curchs rooftop for watch change, Norad points out a path his keen elvish eyes have made out going up the side of the hill to the west. To Ihsahn , it looks to be made of the same random collection of different sized rocks and boulders as most of the others on this planet, but the conviction in Norads voice and description quells any doubts in his mind.

  • as a size reference, the mountain top landing ground you began on was about, even cut flat, about a mile high,if not a little more, with the majority of the walls surrounding the mapped area about as tall as this. (look up the worlds tallest building, and double it.) The mountin you are looking at now is a fraction of the size of this, but still one of the highest points around ( comparable to mount lofty).
    But, no matter how high you have been, the relative small size of the planet has limited your viewable distance due to the curvature of the planet*

Thul kneels in prayer for hours through out the night. Quietly chanting resting then waking only to drink eat then his deep prayer. It’s a ritual familiar to his companions. His friends stare at him waiting for him to say something and finally his eyes glow with golden divine light.

“Gods of my people I call Clangeddin Silverbeard the rock of battle for guidance. Lord I offer you this bottle of mead crafted by the souls this motley crew of warriors seeks to avenge. To exact our peoples vengeance I ask you. What do we need to give the edge and achieve glory in battle against the Drow Queen on Eldorado.”

Minutes blend to hours as you weave your augury, beseeching your gods to hear, and answer, your question. Your companions become mere after-thoughts as you concentrate on your ritual.

Your surroundings slowly dim as you extend your consciousness out to the ether, searching your pantheon for the target of your question. You slowly become aware of the smell of burning coal filling your nostrils, furnace fire heat flowing over your face in waves, and the sound of dwarven voices laughing, talking, and singing in time with the ring of hammer on anvil filling your ears. This is Dwarvehome, Morradins realm, but the answer to your question does not lie here.

Extending out further, the concussive sounds of hammer on anvil is replaced with that of battle axe on shield, the sound of boot-clod feet marching, and the voices singing become that of drill sergeants calling instructions and commands. Here is the celestial training ground of the Lord of the Twin Axes, Clangeddinn, and where you will find your answer.

You ask your question over the din that only you can hear, startling your team mates. They see your eyes glaze over into a hundred yard stare, listening for words meant only for you, possibly even straining their own ears to hear what you hear. There is no response for a second, no noise but the rasping of scratched whiskers, and the low mutterings of someone in deep thought, considering all possibilities.
After a couple of deep, measured breaths, a deep voice utters these words –
‘The path you have been treading, and the one you are about to set out upon, is the righteous one, so do not waver. Along this path, near at hand, you will find a tribute to the one whose legacy you defended. Within it is his blood, set in stone. Free his blood and an edge will be found. But, as on any battlefield, a sword smith can only sharpen a blade so much, it is up to the warrior to wield it. Now, go my son, you have work to be done.

The sounds of battle slowly fade from your ears, your eyes focus, and you are back at the altar to Morradin, in the church in Hadley’s Hope, under a starless sky, on an alien planet, far from home. The ghostly touch of an encouraging hand at your back, a hand you know to be of Morradin himself, lingers for a minute, as you start to look ahead.

Thul ’We are not yet done my brothers. We are missing something. A stone unturned."
Ishan " A sword? A blade, some sort of legendary Dwarven weapon perhaps?"
Thul " I feel im seeking a forge. Bring the map."

Eventually Thuls ritual finishes, and he takes a heavy nose dive into his sleep back and begins to snore louder then his ritual, head down, arse up, and doesn’t move for 6 hours.

Apart from this, the church descends into relative quiet for a few hours, until what passes for morning for your own internal clocks comes. You seem to know yourselves that only a matter of days has passed since you entered this lightless realm, but the time itself seems to have slipped and stretched, and your arrival on the mountain top landing area could have been weeks ago.

You slowly all awaken, grab collect your gear, and meet around the main altar in the middle of the church to plan your next steps.

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The Lost Planet

After the battle with the spider mages in the chasm, the party retired back to the cave they discovers to take stock, take inventory and plan their next move. The path north was explored further, and a crossroad was discovered. Norads examinations of the tracks showed that this was a high traffic area, with many, many, many sets of tracks, with the vast majority travelling from the east, and heading to the north.

The tracks from the mountain side all seemed to continue travelling north, and many sets of construct tracks returned from the north and travelled back south. With the many sets of tracks, Norad could discern that some of the tracks were made by drow that seemed to be injured, or lame in some may, and these seemed to travel from the east, and then many went north,and many returned, some travelled to the east, or back to the south, or just wander aimlessly.

In the distance to the north, a shape could be seen silhouetted against the purple/blue haze of the sky. The shape seemed to be of a spelljammer, vaguely insectiod-esque.

The party then decided that a frontal attack on the craft could be a bad idea, and travelled south to explore the lands to see if the craft could be flanked.

Exploring the area around there cave base camp, tracks belonging to a group containing large arachnoids and a large arachnoid construct were found travelling between to large rock outcrops, though not much else could determined from these tracks.

TRavelling further on, a group of bare footed elven tracks where discovered, travelling from the north to the south, in a pack of about 7 or 8. A little later, the pack of archnoid tracks seemed to follow in behind, and follow the original group. Further south,the arachnoid tracks became armoured footprints, leading to were a scene of battle was discovered.The pack of xenodrow lay slaughtered by foes unkown. Wicked cut marks adorned their already broken, burnt and healed bodies, with some suffering from a multitude of tiny bite marks, and/or from different diseases.
The armoured footprints and arachnoid construct tracks then travelled of to the west, and disappeared into the rocks.

Travelling further south, the sounds of a raging river could be heard, while the air here was cooler, fresher and more moist. A little further south, and a raging river was found, at the bottom of a deep, steep ravine, at least 200 yards down, the river rushing with great rage and force, its travel down from the mountain rage to the west giving it its strength. Further east, the river leads to a massive, raging maelstrom of a lake nearly a mile across. The river falls into it by way of a waterfall, beginning the turbulence. This seems to be the source of the fresh air for this planet. Near the entrance to the maelstrom, was the remains of a dwarven bridge, extending out a couple of yards over the river before ending. The bridge seems to have been broken by massive stress or fatigue.

This direction of travel turned out to be a dead end, with the north and the east blocked by an impassable mountain range, and the ravine to the south. In the distance to the east, the silhouette of the distant spelljammer could be seen again, and from this angle, Johnny confirmed the spider-esque shape of it.

Camp was made in between boulders, defenses made and watches set. The third watch was interrupted by a quickly growing rumbling noise from beneath the ground, and the earth began to twist and shake, scattering the rocks and boulders into the camp. Ihsahn and norad were hit by some of the falling debris, as was thul, who awoke with the instinctive thought of ‘Cave-in!’. Johnny, as per usual, vaulted away, and escaped getting hurt, even before his eyes were open. Shadow took the brunt of the damage, ending with his legs trapped beneath a large boulder. A rescue operation, initially unsuccessful, frees SHadow to a safe position, and Thul assessed the damage, and began to heal the wounds.

The party back tracked to an unexplored path, discovering a set of tracks ending in drag marks and spederwebs along the way. Travelling north, Norads keen eyes spotted a single Electrum clockwork horror sitting on a rock, apparently watching the party. With three enchanted arrows from his Efficient quiver, the horror was dispatched.

The east continuation from the crossroads was discoverd, and followed eastwards.

A viliage was discovered at the end of the path, dark, quiet and seemingly deserted. A plaque at the entrance gave the towns name as ‘Hadleys Hope’. The party began to explore the huts of the villiage, some of them intact, some burnt out husks. A blacksmith was found, as well as a foundry and jewelers examined. As shadow, thul and johnny were about to examine a brewery, Ihsahn and Norad were set apon by a xenodrow, injured, emaciated and seemingly crazed, which was quickly dispatched, but not before they were felled by the creatures natural poison defence. Johnny moved the prone warriors to safety, and Thul administered curative magics, and further plans were made.

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From the mountain of Drow-ness

As the party regrouped, Thul shared the information gleaned from the drider corpse. After this, plans were made, and tracks were made down the staircase cut into the mountain side. At the base, a path of fine grit and sand, lined by coarser and larger stones of the same material. The path lead south, west and east away from the bottom of the stair case, with the majority of the traffic heading up and down the stairs, to and from the east, with a small amount of individual tracks heading from the east to the south. A large crack/gorge in the mountain directly south could be seen, travelling far back into the mountain side.

apon entering this strange place, Shadow started to get strange vibrations from his staff, akin to a happy or excited puppy. heading down the mountain, the staff seemed to urge him forwards, and upon reaching the bottom of the stairs, he received a vision of a spider topped altar, and a feeling to move south.

A small camp was discovered was discovered at the base of the staircase, and the casters decided to rest to recuperate their spell list, with Ihsahn watching them, while Johnny and Norad scouted the Area. They travelled along the Path to the south, finding hilled areas off the path, made from collections of even larger rocks and boulder, lying around the terrain. They followed the southern mountain around to the east, finding evidence of a large landslide, revealing a reachable cave up in the mountanside. Heading back to the path, they continued east, and followed the path a little way to the north, finding more hills before heading back to the cross road.

Heading south, the chasm walls slowly closed in over their heads, down untill the path came down to about 60 or 80 feet across, which is where they headed back to the group.

The cave to the east was examined first, and after some misadventures, the cave was found to be 2 small rooms, plain except for a golden nugget in one room, and deemed to be easily defendable.

The party regrouped and returned back to the cross roads, and, under Shadows suggestion, the party moved south. They found where Johnny and Norad traveled to, and , continuing further, came across two dried and dessicated bodies of female drow, identical to the appearance to the one seen in the Neogi Queen room back on the planetoid. A little further along, the group came to a Y junction. One was found by Johnny to be a dead end, containing some identified dead bodies, the other continued on. As the party entered the junction, they were set upon by a number of copper horrors, with the attack centered on Shadow. They were quickly dispatched, and the dead end investigated, with the corpses discovered to be more of the same drow, attached to the walls.

Continuing on, the party came to a similar y-junction, with the same dead end, the same corpses and the same ambush, but this time the horrors where bronze.

A little further along, and the scene replayed again, but with electrum horrors, and the path leading away thinned down again, and was thick with spiderwebs.Here, shadow received a vision of the altar again, this time with his hand reaching out to touch it.

The path opened out into a huge amphitheater, webs running up the walls from ground up, and crossing from wall to wall. Wide steps rose up to a raised area holding the spider topped altar from Shadows vision. Between the altar and the party stood a golden horror. Atop the altar itself stood a massive spider, flanked by two of the white haired female drow.

Battle Ensued, and strange abilities of these new drow were discovered. All were killed, except for the largest spider, which fled over the top of the walls.

After the battle, shadow was able to touch the altar, and was rewarded with a vision of the life of the staff, and some new abilities for it. A spell book was also uncovered.

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