Session 19, part 2 – Sandpoint Under Siege

On our return journey to Sandpoint, we pass by the Brinestump Marsh and the Ashen Rise. In the clay, we spot some burning hoof prints, which vanish almost as quickly as they appeared. This reminds Ash, Devin and myself of the Sandpoint Devil, which remains no more than a legend as far as we know, but there may yet be something behind the stories.

We continue on our way with nothing more of interest occurring. Upon our arrival, the guards immediately recognize us as the Heroes of Sandpoint, and warmly greet us. News spreads quickly and a crowd gathers, cheering us as we enter the town. We greet the crowd cheerfully, but quickly make our way to the Mayor’s office to meet with Mayor Deverin. We introduce Eliatris to her. and inform her of Shalelu’s decision to remain at Fort Rannick. She in turn telsl us about some recent trouble with the Scarnettis. She suggests we see Sheriff Hemlock who may be in need of our assistance. As we are leaving, the mayor sighs, and confides in us that she never really wanted to be mayor. A cousin of hers thrust her into the election, and was later one of the first victims of the Chopper.

The sheriff’s office being across the street, we quickly make our way over and find Hemlock there. He tells us that reports of the Sandpoint Devil have increased, particularly in places like Risa’s Place. More urgently, a local armorer has fallen ill after publicly denouncing the Scarnetti clan, and he requests that we look into it in case there is any wrongdoing. She is being looked after by Father Zantus at the cathedral.

After leaving the sheriff’s office, we decide there is too much to do to stay together, so we split up. Ash heads off to find Chask Haladan, the local bookshop owner and self-promoting expert of code-breaking. The rest of us head towards the chapel, though I will split off before we get there to head to Risa’s Place. On our way, we pass by Savah’s Armory and the Pillbug’s Pantry. The armory’s closed sign is hanging lopsided on the door, and all the windows are broken. Blood splatters around the entrance certainly suggest a struggle of some kind. Aliver Podiker, owner of the Pantry, scowls at us as we pass by, but my return growl sends him scampering inside his store. I remember well the false potion he sold me during the Swallowtail Festival.

Just beyond their stores, the road splits, and I head off to Risa’s Place while Devin and Eliatris go to check on Savah. Inside I find the local locksmith Volioker Briskalberd having a meal. Risa and her three sons are busy cleaning and prepping for the rest of the afternoon’s clients. Upon my entrance, they immediately recognize me and Risa sends one of her sons to fetch some ale and food for me, on the house. Volioker invites me to join him at his table, and he immediately asks of the adventures of the Heroes of Sandpoint. I regale him, Risa and her sons with all that has happened since we were last here. Other customers who come in gather round as well, and the ale remains free-flowing. Caught up in the story-telling, I quickly forget why I came here in the first place. Later, after I’ve exhausted my supply or tales, the conversation turns to something about local mystery cults, and something about Gaven Deverin being a wizard or a fortune teller. With all the food and drink, I have a hard time sorting out all the details. Eventually, I take my leave and head to the Rusty Dragon where I meet up with the others. There, Ameiko is excited to have us back, and has already prepared rooms for us, free of charge.

Once we are all gathered, we report our findings. My report is short and not very informative. Ash reports that she left the coded letter we found on Barl with Chask and Brodert Quink, who happened to be at the bookshop at the time. She also tells us she somehow got herself enlisted to join a local play being put on by Cyrdak Drokkus at the theater. Meanwhile, Devin and Eliatris had visited Father Zantus and checked on Savah. Father Zantus had been trying to treat her for a disease, but it turns out she was actually poisoned. Eliatris used her divine powers to remove it, but she needed time to rest before we could ask her any questions. Eliatris then went to see Podiker to find out if he saw anything. He was not helpful at all, and she eventually went next door to his competitor, Nisk Tander of the Bottled Solutions, instead. He was slightly more useful, and suggested that the Shoanti may have poisoned her. There was one in particular who seemed to have had a lot of business with Savah of late. He had also come in and bought some potions from Nisk.

We decide this issue clearly needs more investigation, but it has gotten very late, so we all head to bed. In the morning, during breakfast, Brodert Quink arrives in a hurry with the decoded message and a look of alarm. He hands Ash the translation, which she reads aloud.

Upon learning this, we immediately rush out to try and prepare for the assault. We tell Brodert to go back to the lighthouse. I head off to warn the sheriff and mayor while Devin makes his way to the cathedral. Ash and Eliatris go off in other directions, both to prepare the town and also to investigate the recent influx of Shoanti to see if there might be a connection between that and the impending invasion. Moments after I reach the mayor’s office and tell her the dire news, a thunderous crack of stone against stone echoes from the north. I immediately head off towards the North Gate. There, I discover the assault has begun as three stone giants are throwing boulders at the gate. Just as I arrive, the gate finally gives way, leaving a gaping hole for the three giants to climb through. Devin has already arrived and is attempting to prepare a defense with the guards and other locals who happened to be in the area.

Each of the giants is carrying a large bag, but what they could possibly need them for is unclear. Ignoring that for the moment, I fly into a rage and charge forward, smashing into them with my hammer. With our help, the stone giants are defeated, but not without a couple of casualties. In addition, a large red dragon soars overhead, diving and breathing fire on the town. It appears to be heading towards the lighthouse.

With the three invaders at the north gate now lying dead, and no others in sight, I charge off towards the dragon to try and intercept it before it can do too much damage. I catch up to the beast outside the cathedral, hurling one of my maul-axes at it in an attempt to grab its attention. The weapon bounces off its tough hide, but does draw its attention towards me. The creature circles down and lands nearby so I immediately attack, landing a vicious blow with my longhammer. The creature responds with a vicious attack of its own, biting, clawing and swiping at me with its tail. Knowing I can’t just stand toe-to-toe with it, I back away and drink a potion to make me larger. This gives me the reach I need to keep my distance while still being able to hammer away at it. Soon, another stone giant appears, coming from a different direction, as well as a large bear. Devin also catches up, and uses some of his divine power to heal my wounds. Father Zantus exits the cathedral and offers to assist us, but Devin decides it might be best to flee into the cathedral instead. I remain outside to take on the dragon, and while Devin heads inside, Savah charges out to take on the bear. Caught in between, Father Zantus hesitates a moment too long, and a large boulder smashes into him, killing him instantly.

My tactics with the dragon, at least, prove successful, and I take the creature down. The stone giant who killed Father Zantus pauses in his approach, the look of joy and arrogance on his face quickly wiped away by the sight of the dead dragon. He turns and runs off, then Devin and I help Savah finish off the bear. A moment later, the sounds of several stone giants marching through town drifts into the square. We rush into the cathedral to take cover and watch as Teraktinus leads several giants past us while singing and carrying a large piece of granite from the lighthouse. The other giants are carrying people stuffed into the large sacks they brought with them. They barely seem to notice the dead dragon as they pass by, and are soon on their way out of town.

Soon, the raid is over, and we leave the cathedral to check on the people and the damage. As a crowd gathers outside the cathedral, several members of the Scarnetti family arrive, towing a captured stone giant behind them. Titus, the leader of the family is bragging about his achievements and attempting to mock our standing as the Heroes of Sandpoint. Eventually, Sheriff Hemlock steps up and demands that we be allowed to question the giant. Titus hesitates for a moment, then bows to Hemlock’s demands, handing over the giant to us. The giant itself chuckles to itself.

“Defeated by nosy little humans,” it says. “Never thought this would happen to the Plateau People. Well, I can tell you this: My lord is might Mokmurian, one of the dark giants of old come again. His magic, the things he has made… He has convinced the tribes they will rule all the lowlands again, down to the sea. He has mastered the ancient arts.

“He will certainly kill you all, run rough over your tiny homes with the army he has called. The fortunate few will become his slaves. You beat us today, but you won’t beat us when there are a hundred or a thousand of the Plateau People marching together. Lord Mokmurian will make it happen. He’s almost as smooth a talker as you are, little one. Teraktinus — he was the leader of our scouting party. He convinced us that you’d be easy pickings and we’d all get rich. I’ve no interest in paying for that mistake as well — grant me safe passage out of your lands, and I’ll tell  you everything you wish to know.”

Raid on Sandpoint Aftermath

For the rest of the day, we take stock on the damage to the town, and the townspeople. Thanks to our heroic actions and timely intervention, most buildings in Sandpoint suffered only minimal damage. Half the town garrison burned down from dragon fire, and the Two Knights Brewery lies in ruin while all the beer has been stolen or destroyed. The Feathered Serpent magic item shop was also damaged, and has suffered looting as its owner has gone missing. Among the dead are Father Zantus, Larz Rovanky of the Rovanky Tannery, the dwarf carpenter Aesrick Battlehorn, and a half-orc dungsweeper named Gorvi. In addition, several townsfolk have gone missing. This list includes the following:

  • Nisk Tander (potion maker, propietor of Bottled Solutions)
  • Jesk “Cracktooth” Berinni (owner of Cracktooth’s Tavern near the theater)
  • Mayor Kendra Deverin
  • Vorvashali Voon (wizard proprietor of the Feathered Serpent magic item store)
  • Niska Mvashti (Harrow Deck seer and fortune teller of dubious merit)
  • Aneka Avertin (twin sister skilled in knives from Sandpoint Savories)

We also managed to meet up with Ash and Eliatris, who tell us they had been battling giants and bears near the river. Lyrie Akenja, who had earlier opposed us below Thistletop, aided them in the battle. Brodert Quink arrives, shaken but otherwise unscathed. We ask him what happened at the lighthouse, and he tells us there was nothing special about the piece of the Old Light that Teraktinus seized. In fact, he is quite relieved that the giant did not do damage to the more significant carvings and runes to be found on the ancient monument. When stealing the rock, Teraktinus said the following: “Now Mighty Teraktinus takes any stone block he likes!!” and also, “Enough work! Teraktinus demands more loot!!” We agree this sounds like he may have been sent to find something specific, but chose not to be too picky about what he took. A second raid could be forthcoming if that is the case.

Deciding it would be a good time to question the captured giant, we head over to Sheriff Hemlock’s office to where the giant is being held, and have the following exchange:

Us: Where is Jorgenfist?
Him: Jorgenfist lies within the Valley of the Black Tower in the Iron Peaks. It overlooks the waters of the Muschkal River, but can also be approached by heading east from the Storval Stairs. Lord Mokmurian himself dwells deep below Jorgenfist – in hidden places he does not allow us to visit!
Us: What defenses can we expect to find there?
Him: Mokmurian has at least seven tribes of the People under his command, with each tribe numbering in the dozens. The number of lesser kin he’s conscripted – ogres, hill giants, ettins, trolls – is not insignificant. He also enjoys the support of several lamias – degenerate followers of the Mother of Monsters!
Us: What capabilities does Teraktinus have?
Him: Teraktinus is an idiot. Though the stones give him great strength, he should not have led the raiding party. I should have been the one in command!
Us: Who is Mokmurian?
Him: I already told you – he’s our lord and leader. He promised us glory and riches, and although we lost the dragon on our raid of your town, that was because Teraktinus is a fool. When Lord Mokmurian marches down from the Storval Plateau, he will take from you everything!
Us: But what is Mokmurian?
Him: I have only heard him speak from afar, and have only heard from others of the power of his magic. He is the rarest of us all, a child of the stones who has mastered the magic of the Ancient Lords. They say he can turn the living into immobile stone and can turn his own flesh into granite armor. I’ve even heard he can cause the very stones of the world to quicken and pull those who stand atop them into a tomb below the earth. And I’m sure he can do much more than that!
Us: Why did Teraktinus take the granite from the Old Light?
Him: I can’t say. He mentioned having a special mission from Lord Mokmurian, but didn’t tell me what it was. Didn’t tell any of us. My people’s elders have ways of prying secrets from the stones – perhaps that stone knew something that Lord Mokmurian needed to learn?
Us: What is Teraktinus planning to do with the prisoners?
Him: They will likely be brought to Jorgenfist to serve as slaves. Or maybe they will be fed to our war mammoths. Either way, they will be the lucky ones!
Us: Why did you attack the Scarnetti family mansion in particular?
Him: Teraktinus wanted treasure, and this mansion you speak of was the most opulent. He was a fool to divide our forces!

We leave the giant for the time being, but tell him he will have to stay until we are through questioning him.

As the day turns to evening, it becomes clear that the Scarnetti Family’s success at repelling the giants from their mansion and in capturing a giant for interrogation has raised their popularity in town. Titus Scarnetti is milking it for all it is worth, and there are many grumblings about the so-called “Heroes of Sandpoint” being in over our heads and the Scarnetti family being the town’s true defenders. Obviously, not everyone shares this view, and we continue to enjoy large support from Sheriff Hemlock, Ameiko Kaijutsu, Savah Bevaniky and Sabyl Sorn, among others. We gather at the Rusty Dragon to determine our next move.

Session 20 – The Death Charge of Gulnyr

While I head off to speak with Sheriff Hemlock about town defenses, Eliatris speaks with Savah, Ash talks to Cyrdak and Devin aids in the internment of Father Zantus. I encourage the sheriff to send word to Fort Rannick and Jakardros, who is almost certain to send aid, especially with Shalelu’s ties to the town. Later, when we reconvene, Ash and Eliatris come with news. Savah told Eliatris that a shoanti dock-worker by the name of Ahbet came in to purchase poor quality weapons every day. She did not know why, but she suspected he may have been working for the Scarnettis. Meanwhile, Cyrdak recommended the Twilight Academy in Galduria as a source for scrying. As a group, we then meet with Ameiko, who gives us good information regarding the path to Galduria and the Storval Plateau. There, she tells us, we can expect to find a desert wasteland. The cliff wall of the plateau is about one thousand feet tall, but is reachable by the Storval Stairs, which are inhabited by giants, but is only four hundred feet high.

The next day, Devin, Ash and Eliatris go to investigate Savah’s Armory while I complete work on my hammer that I started in Magnimar. Later, the others tell me they discovered residue from Sassone Leaf poison all over Savah’s side of the counter and cash box as well as some rags. It is likely that the Shoanti Ahbet planted it there while Savah went to retrieve the requested item of the day, which were usually found in the farthest corner away from the counter.

After their investigation, Devin went to purchase a scrying mirror, and having prepared a spell for it, set about scrying on the Mayor Deverin. With the spell, he could see the stone giants had stopped to camp near the edge of the Churlwood, and had about 15-20 townsfolk. There were six stone giants and two large bears in the group. Niska Mvashti, one of the townsfolk, enacted an escape plan while we watched, by hiding under a horse carcass. Mayor Deverin provided a distraction by hurling stones at one of the bears. During the commotion, Niska escaped. Given its proximity to Galduria, we think it likely the harrower fled there, so we decide to head out ourselves. The townspeople gladly let us borrow some horses for the trek, which we push hard for the ride. Unfortunately, a raging river blocked our path.

At the river, while we were contemplating possible routes through or over, Ash hears some rustling in the underbrush. Eliatris casts Detect Evil, and sees a source there, but before we can check it out, a screeching noise pierces the air from above. We look up to see a grotesque horse-like creature with wings swooping down towards us. It lands on a nearby rock, standing on its hind legs and baying. A wave of panic engulfs us, forcing Ash to turn an run from the creature. Shaking off the effects, I step up to the creature and exchange solid blows. Eliatris and Devin hear more noise in the bushes like that of a giggling child, and move to investigate. After a few exchanges, the creature, presumably the Sandpoint Devil itself, takes off and retreats. Meanwhile, Devin dispatched a small dog-like creature in the brushes that were causing mischief. Two more jump out from the bushes, but we quickly dispatch them. No one has any idea what they might be.

Eliatris removes Ash’s panic, and then we return to the matter of how to cross the river. Deciding that we can continue with just two horses, I knock two of them out, then rage and carry them across the river one at a time. We let the other two go, then push on for Galduria. Once we arrive, we ask around about Niska, and soon discover she did escape and is now at an inn called the Lucky Publican.

Inside, the inn is dark and gloomy, but filled with many patrons. We look around for Niska, but do not see her. Instead, an older woman sitting near a closed curtain beckons us over. She tells us she knows where Niska is, but before she can tell us we must submit to a reading. We acquiesce, and she draws out her harrow deck. She instructs us to ask one question for the reading. We ask “How can we defeat Mokmurian?” We each draw several cards, and from her reading we learn the following:

  • Our fates are changeable, but the future is positive.
  • Our past is influenced by ancient and strange magic.
  • We must gain insight to an ancient past.
  • We need great speed, but even with it we may not succeed. Failure may be necessary to achieve our goals.
  • Mokmurian holds great strength, but his control may not be as strong as he perceives. We must seek allies within his camp.

We thank her for the reading, and she then directs us through the curtain. There we find Niska waiting for us. She scoffs at us and our claim as the Heroes of Sandpoint. We ignore this and ask her about the stone giants who had her. She tells us that for a fee, she’ll tell us whatever we want. After some debate, we begrudgingly hand over the generous sum and she tells us about the giants. Their path will take them up the Storval Stairs and towards the Muschkal River. They have allies at the stairs. She also heard that Jorgenfist is surrounded by many kinds of giants, particularly stone giants, and that they are waiting for the arrival of the frost giants. She thinks that if we hurry, we may be able to catch Teraktinus and his people on the Storval Plateau before they reach Jorgenfist. If not, the prisoners will likely be turned into slaves. She suggests that we go to Wolf’s Ear, and from there to Ravenmoor. We will not be able to spend the night in Ravenmoor, because they don’t allow outsiders to stay. She’s arranged for us to stay the night at the Lucky Publican, and to get a ride on a ferry in the morning. We thank her and head out for food and rest.

The next morning, rather than hitch a ride on the ferry, we head over to the Twilight Academy. There we find a wizard willing to teleport us directly to Ravenmoor. We pay the fee, and he casts his spell. When we arrive, the town appears different than we expected, and after asking around we discover we are actually in Wolf’s Ear. It seems the spell was not as accurate as we’d hoped. So, we head off towards the port and find two fishermen who we persuade to give us a ride up to Ravenmoor for a small fee.

A few hours later, we finally arrive at Ravenmoor. There, Devin performs a scry on Mayor Deverin. She, the prisoners and their giant escorts are traveling along the base of a cliff wall, probably about 1-2 hours away from the stairs. As evening draws near, some guards approach and ask us to leave. We do, then travel a couple of hours before stopping for the night. Ash sets up trip wires around our camp so that we can all sleep rather than setting a watch. In the morning, we set out again for the Storval Stairs.

The Storval Stairs is an impressive landmark upon the bleak terrain. Rising four hundred feet to the plateau, and flanked by giant statues, possibly of an ancient deity. As we approach, we can see the rise contains many dwellings in the face of the cliff, but they appear to be abandoned now. At the top, we can make out six figures, likely hill giants. They call down to us to leave, but being a stubborn group we decide to climb the stairs instead. As we do so, the giants begin throwing rocks down. The climb is slow and arduous, and before long I grow impatient with our progress, so I grab one of my potions and drink it to make myself larger. I then charge up the stairs to face the six giants in close range rather than wait for them to pummel us with their rocks.

At the top, while the others continue to slowly climb up, I face the six giants. They are throwing rocks and swatting at me with their clubs while I swat back with my hammer. My hammer proves the more devastating as I take three of them down in succession. Unfortunately, the continuous assault starts to take its toll, and with my allies still a ways away I attempt to fight more defensively. This proves futile, and soon I am laid out. Just as I feel my soul begin to slip out, a flash of light appears, and I awaken. Standing above me is the last remaining giant. I swing my hammer from the prone position, smashing him in the back and sending him tumbling down the stairs to his death. Later, I discover that I had died, and Devin used his magic to bring me back.

That night we decide to rest at the top of the stairs. Searching around, we find a stash of treasure hidden by the giants that includes a jeweled gold crown that catches my eye. Before going to sleep, I decide to examine the crown more closely. I discover an elaborate inscription written in archaic dwarven. I make out just enough of the writing to realize this crown is the lost crown of the Pallgreves Clan of Janderhoff. This is an item long sought after by my brethren, and something that may get me back in their good graces. I safely place the crown in my pack and go to sleep dreaming of a future in Janderhoff.

Session 21 – Valley of the Black Tower

We awake the next morning to find a visitor to our camp, a travelling salesman from Kaer Maga. He is selling scrolls and snuff, and offers us information on how to get to Jorgenfist while avoiding patrols. We thank him for his help, purchase a few scrolls and set out across the plateau to the Iron Peaks.

During one of our breaks, Devin takes the opportunity to scry on Mayor Deverin to see how she and the other townsfolk were holding up. His vision shows the mayor is being led through a large gate within a ringed stone wall. The keening songs of some magical creatures are heard coming from nearby. Those giants bringing the people of Sandpoint to Jorgenfist do not enter the gates. Instead, the mayor and her people, seemingly enthralled perhaps by the song, are handed off to those within. Not knowing how much time the mayor has yet to live, we push on and arrive at Jorgenfist two days later.

The mountains open up into a wide valley perched on the edge of a cliff. Far below, the Muschkal River flowed southwest. Within the valley we behold an impressive fortress heavily guarded. A large black tower sits in the middle of a ring-shaped stone wall. Tall stone spires also lay within the ring, surrounded by three smaller buildings. Near the entrance to the valley, a lone watchtower stands vigilant. Eyeing the collection of giant tribes, I point out that it is very unusual to have such a gathering. Giants tend to be very territorial and superstitious.

While marveling at the sight before us, Ash and I spot large shadows circling through the valley. We look up, and spot a pair of very large birds. I quickly determine they are Rocs, large predatory birds capable of carrying off animals the size of elephants. We remain hidden in the mountains in the hopes they don’t spot us and continue to observe the fortress below.

The tribes stand alone, encircling the compound, each flying their own banner. A red shield banner flies over a tribe of about fifty ogres. Nearby, a dozen female stone giants make up another tribe, an unusual composition. Four other stone giant clans, each numbering near two dozen members, are also gathered. The last tribe is comprised of nearly three dozen hill giants. Some of the clans have dire bears, while others have mammoths. The only way into the fortress appears to be through the main gates, which would require somehow slipping past these tribes. While watching we notice that none of the giants outside the ringed wall seem willing to enter the fortress.

Just as we are about to start making plans for entry, we hear a screech from above and look up just in time to see the pair of Rocs swoop down on us. Realizing our mistake too late, we try to dive for cover, but one of the Rocs grabs Eliatris. Ash creates magical fog to confuse the other Roc, who then crashes into Devin. With the creature on the ground, however, we are able to defeat it before it can take flight again.  Devin then scries on Eliatris to see how she has fared, and to our surprise she is unharmed and seems in fact to have made the Roc somewhat friendly towards her. She was taken to a roost at the top of the black tower among the crenelations. Within the vision, Devin also spots three winged women hovering and singing above the gate, facing out. After describing them, we all agree that they are almost certainly harpies.

With Eliatris safe, but unable to really go anywhere, the rest of us know we need to get to her. We decide to wait until nightfall when it will likely be safer to approach the watchtower. At sundown, a large, strange-looking giantess leaves the tower, and is replaced by a pair of hill giants. Using the mountains as cover, I lead Ash and Devin down a steep slope where we come out behind the watchtower. Ash turns herself invisible with one of her wants, and climbs up the two-story tower to peer inside. She quickly returns and reports the two hill giants are inside, both bearing vacant expressions and glowing runes carved into their skin. Also inside is a cauldron perched above a small fire seemingly used for creating smoke signals.

Wanting to avoid the smoke signal, we decide to try and quietly dispatch the guards. Ash uses ventriloquism to convince one of the guards to come downstairs on the promise of new orders. When he opens the door, Devin and I attack him and quickly kill him. The sound of battle draws the second hill giant to the stairs while Ash makes her way up the side of the wall and into the upper level. Unfortunately, the hill giant does not come down, and instead appears poised to tip over the cauldron. Devin and I attack him, but the limited confined of the stair case prove difficult, and we are not able to defeat him before the large female giantess returns. Soon, Devin and I are knocked unconscious.

I awaken briefly a few minutes later to the sounds of heavy knocking on a metal gate. I quickly realize that I have been dragged to the main gates. I hear the giantess’ loud voice holler “Open for Cinderma!”. We are dragged through, but I slip out of consciousness again, and awaken again some time later to hear a pair of male voices discussing something and laughing. I get the unnerving sense it has something to do with me. They are speaking in the tongue of Giants, though, and I cannot understand most of it. I do make out the names Lokansir and Galenmir, though.

Suddenly, the giants yell, as if being attacked. I also feel a woosh of air as the roc swoops by. I fall back to unconsciousness once again, but am soon re-awakened once more by the healing magics of Devin. When I awaken, I feel rejuvenated and quickly assess the situation. I see a fog cloud nearby, likely the work of Ash. Through the fog, I hear a knocking and one of the guards says “Disciples of the Black Monk, open!” We quickly gather our belongings, but before we finish, we hear the singing of the harpies. Most of us shake off the vocal suggestions, but Ash seems mesmerized by the song and begins walking into the fog towards the Harpies’ tower.

Remembering what I learned of harpies in my youth, namely that they like to eat people, I quickly rush into the fog and grab Ash before fleeing. The others grab our stuff and we race for a large pit to escape. The pit is 80′ feet and features a spiral ramp. The bones of many creatures lay piled at the bottom. We make our way down the ramp, but before reaching the bottom we approach a den containing three sleeping dire bears. In no condition to fight, Ash, having shaken off the Harpies’ spell, casts fog around them and we try to sneak past. Unfortunately, my training didn’t involve much in the way of silent moving, and my rattling awakens one of the bears. Luck is with us, however, as the bear growls a bit then goes back to sleep without bothering us. We finish our descent and enter a cave. Above, the sun has come out and the fortress begins to awaken.

From behind a smoldering brazier steps an elderly female stone giant. We prepare for battle, but instead of attacking she speaks. “I don’t have much time, but know that if you are here to slay Mokmurian, I am your ally. Come with me to a place we can speak in peace, for I would aid you in your quarrel here — without my assistance you might find only your graves below Jorgenfist.”

With little choice, we place our faith in the woman, and follow her to a cave bearing a shrine to the ancestral spirits of the stone giants. There we spoke with the woman, who identifies herself as Conna the Wise. She explains that Mokmurian once used blasphemous magic to kill her husband, and that he is under the control of Karzoug, the spirit of an ancient lord. She wishes to see Mokmurian slain so that she may lead her people back to a proper way of life. She tells us it is safe to rest here for no giants venture here without her knowledge. She knows little of those above, citing only that there is something called a “The Black Monk” living within one of the towers, and that Cinderman is a particularly ruthless taiga giant who works directly for Mokmurian. She does, however, know much of the tunnels below Jorgenfist. This is what she tells us:

“To the southwest is the Great Cave. It is likely to find four to six of my kin eating there at any given time. Should you encounter them, they will give no quarter, so I understand if you must use lethal force. They are among Mokmurian’s most trusted soldiers, and thus the most misguided of my people.

Beyond the Great Cave dwells Galenmir, Mokmurian’s general and second-in-command. I would see him dead. You will also find a tannery and armory, with more stone-kin or ogre slaves. Ah, I almost forgot.. there is a dangerous kobold warrior who guards the cracks in the wall and keeps the vermin out. In a passage full of mica beyond there will be more guards, charged with watching the pit. I have not been allowed farther in this direction, but the Ancient Ruins, where Mokmurian dwells, should be beyond.

If you head east from here instead of southwest, you will pass a set of doors carved with an immense sihedron rune. Within dwells Lokansir, charged with the indoctrination and branding of new slaves. Those taken from your village may be here, but do not enter this region lightly. Ancient magics run strong in Lokansir’s blood, and while outwardly he resembles a hill giant, he is strange and dangerous. I have seen the very earth tremble and erupt at his behest.

Just southeast of Lokansir’s room, the two red dragon captives guard the way forward. Named Econtredor and Sulaminga, they are young, but very dangerous. They serve Mokmurian due to the foul persuasive magics of his lamia priestesses. I have not been allowed past these wyrms, but there must be at least two lamia with Mokmurian in the realm below. I have also seen two heavily armored trolls armed with ranseurs occasionally venture out to make petty demands of my people.

All I know of the places below is that they are suffused with the ancient magics that once held my people as slaves, and may do so again should Mokmurian have his way. He must be stopped, so we may return to the true path of stone.”

Session 22 – Beneath Jorgenfist

Following the advice of Conna the Wise, we get some rest, then set out for the Great Cave. Seated at one of the tables within, four Stone Giants ate their meal. A fifth sat alone across the room. Knowing we cannot pass through without being spotted, we once again turn to Ash to create a cloud of fog. Eliatris then casts Silence upon the lone stone giant who is closer to our path than the others. Alarmed by the sudden changes, the lone giant stands up and seems about to alert the others, who remained largely oblivious. Within the ring of silence, however, his voice fails him. We attack and kill him, then drag his body up a side corridor towards the pit before proceeding through the cave to the corridor beyond. Shortly after passing through, we hear the sounds of something large, probably the dire bears, hauling the dead giant’s body away.

As we make our way through the passage, heading southeast, I spot the outline of a secret door. I inform the others, and we all agree to investigate what lies beyond. I open the door, and through it we see a small cavern overlooking the pit and decorated with bear skins, including one pile large enough to serve as a bed. Standing within is a large stone giant who turns to regard us as we enter the room. “Interlopers!” he cries. “You are not good enough to feed the runewell.” He then quickly quaffs a potion, and prepares for battle. In response, Devin casts a spell to increase our strength, and we commit to battle. Unfortunately, the ill luck we suffered at the watchtower appears to have followed us here. In the course of battle, Eliatris nearly knocks her own head off, laying herself low, and Ash somehow managed to smack Devin in the head with one of her sling bullets. Luckily, the display caused the giant to laugh, an act which ultimately proved costly as I finally lay a solid hit against, felling him.

With the giant dead, Devin healed himself and Eliatris while I searched the room. I quickly determine that this was the lair of Galenmir, Mokmurian’s general. His cavern overlooks the pit where crows feast on the bodies of the dead. There are no guards in sight, so we push Galenmir’s corpse into the pit after gathering what valuables he had on him then proceed back into the corridor and continue  south.

The next cave we come to is littered with junk, including a net hammock. Here, we discover the kobold Conna had warned us about. Upon seeing us, she immediately flies into a rage and attacks us. I rage in response and quickly land an impressive blow that sends her reeling. She does not recover from this attack easily and is soon dispatched. Ash briefly investigates a small opening that leads to a series of small passages, all heading down. We decide to ignore this and press on to the east.

The next corridor has three branches. The first, leading south, brings us to a room that reeks of vinegar, and is decorated with a dozen wooden frames over which leather and hides are stretched. Inside, three ogres, marked with runes, are hard at work manning what is clearly the tannery. I first try to convince them that I work for Mokmurian, but they don’t buy it and rush to the attack. We fight back, but during the struggle, a pair of stone giants approach, and decide to check out what is happening. Luckily, with the fog cloud Ash cast, they had to get close to see anything, and by then we had finished off the ogres. We turn on the giants, and quickly slay one of them. The second flees, and we chase after. The chase does not last too long, though as we pass into the very next chamber where four more stone giants awaited.

I drink a potion to grow in size, then we position ourselves just outside the entrance to the next chamber so that the advancing giants must attack no more than one at a time. Using this method we slice down the giants one after the next with little trouble. I then turn and race into the remaining chamber off this corridor in the hopes of finding more fodder while my potion’s effects remain. This chamber is the armory, but instead of finding more enemies to slay, I happen upon the townsfolk of Sandpoint being held captive inside cages. We quickly free them, and bring them back to Conna’s shrine so they may rest. Luckily, no giants were within the Great Cave.

The townsfolk tell us that the others had been taken to Lokansir. We then return and continue past the barracks, where we fought the five giants, and come to the large doors that lead to Lokansir’s chamber. The doors are heavy, and it takes both myself and Eliatris to open them. Beyond, the chamber is immense, and seven tall trees have been driven into the ground like stakes throughout the room. Attached to four of them via manacles are more townsfolk, namely Mayor Kendra Deverin, Aneka Avertin, Nisk Tander, and the wizard Vorvashali Voon. We split up to free them, with me going to Aneka, Eliatris to Voon, Ash to Nisk Tander and Devin to the mayor.

I free Aneka, who greets me with an enthusiastic hug and kiss, but just as I am disentangling myself from her, a large figure rises up out of the floor. This massive hill giant covered in glowing runes can only be Lokansir himself. He attacks, and provides a few devastating blows with his club, but we get a few hits in as well, and soon he retreats back into the stone floor. Not wanting to endanger the townsfolk more, we quickly bring them back to the shrine before continuing our investigation of the tunnels. Upon passing through the kobold’s chamber, Lokansir again rises from the floor to attack us. We fight him off, and are beginning to become more familiar with his tactics.

We continue past Lokansir’s chamber to another cavern, this one filled with the smell of incense and the sound of soft chanting. Inside, we find the pair of lamias and an alter upon which lay the body of Jesk Berinni. We fight the lamias, a difficult batter which proves more difficult once Lokansir appears once again. Although we do manage to kill Lokansir, one of the lamias runs to get their dragons. Knowing we are in trouble, we begin to retreat. Ash and Eliatris run ahead, but Devin is knocked unconscious. I scoop him up and begin running back towards the Kobold’s chamber, chased by one of the dragons. With little choice, I race into the maze of corridors where the dragons cannot follow just as he breathes fire on us. I use my body to protect Devin, then get deep enough where even his breath cannot reach us. There, I discover Ash, but Eliatris is not there. Ash thinks she may have continued to the shrine, but she isn’t sure. Either way, there is little we can, so we settle in for some much needed rest.

Session 23 – Reunited and Reinforced

We feed Devin a potion of healing to bring him back to consciousness, and he uses his healing magic to take care of most of the rest of our wounds. Shortly after settling into position to rest, though, Ash hears the sounds of angry snarling and running footsteps. I move to investigate, and soon find a small, gnomish-looking creature wielding a scythe. While I contemplate the possibility of avoiding conflict, the creature charges and kicks at me before
moving around a corner. I move to follow him while a second of these creatures attacks Devin from behind. The first one closes in with me, and I take the opportunity to trip him, then pin him to the floor. Ash lets loose with a sling bullet, crushes the creature’s skull. The other creature had been ensnared by a tanglefoot bag and set on fire.

Even though they caused us little trouble, we decide it might be best not to stick around for too long. Ash sneaks back towards the passage we came from to investigate, but quickly returns to report that the dragon was still there. With that route cut off, we decide to push forward. I lead the way, having the most experience with tunnels, but these tunnels prove more complex than even I could have expected and we run into multiple dead ends. After several hours, we finally come to a large cavern filled with webs and countless crawling insects carpet the walls and floor. We move in cautiously, and are soon attacked by shambling husks of large spiders. We are hard-pressed against these undead creatures, having had no time to rest since our last encounter. As fortune would have it, however, Voon and Eliatris arrive magically, and aid us in our battle, quickly turning the tide. In spite of their efforts, however, Devin had been poisoned and knocked unconscious. I revive him with a potion, and he uses his magic to take care of any damage the poison caused. Afterwards, Eliatris informs us she spent the last several hours resting at the shrine with the other freed prisoners. Vorvashali Voon has taken the opportunity to prepare his spells, and has offered to aid us in our quest to eliminate Mokmurian.

Just beyond the spiders’ lair, we find a cave entrance that looks out over the river over two hundred feet down. Down below and to the right, we see another cave entrance. While the others ponder how to reach it, I turn and examine the cave we are in. Searching around near the webs, I discover several items of interest, including a well-made longsword, halberd, full plate armor and a gnarled staff that may once have belonged to a Druid. Meanwhile, Eliatris levitated out of the cave and headed down to the second one. I returned to watch her descent. Shortly after disappearing into the second cave, Eliatris leaps out and is closely pursued by a pair of Wyvern. I ask Voon to cast Spider Climb on me so that I can try to get to Eliatris to aid her. As I begin my climb, however, Eliatris manages to elude the Wyvern pair in the river, and they soon return to their nest. The rest of us make our way down to her, and we decide to make camp along the shore.

After getting some much needed rest, we climb back up the cliff side to the entrance of the spider lair. From there, Devin casts “Find the Path” and we quickly make our way back through the cavern complex to the Kobold’s room. We then return to the room with Lamias, but this time we bring a new plan. Devin steps up first, and casts “Wall of Stone” upon the entrance to the  chamber where the Lamias keep their dragon pets, cutting them off. We then move into the room, and engage the two Lamias. Without Lokansir to distract us, and no support from the dragons, we are able to destroy the Lamias with relative ease. Each of them wore magical headbands, which were given to Eliatris and Devin.

Ignoring the dragons for now, we continue to explore past the Lamia chamber, and down a long corridor whose walls are lined with furs. Ash moves forward to scout the way, but is soon attacked by a pair of ranseurs striking out from behind the furs on either side.  Believing she set off a trap, she moves further down the corridor, then throws some soap ahead. The ranseurs strike out again, but attack her and not the area where the soap is. She quickly retreats. Still unsure of whether it was a trap or not, we retrieve one of the lamia corpses and throw it into the hall, but nothing happened. Now convinced that someone or something (perhaps the trolls Conna warned us about) must be behind the furs, we light a torch and use it to set the furs on fire. We then use Ash’s mist to move down the corridor unseen. At the end of the corridor, we discover openings on either side that allowed the trolls to get in behind the walls. I go right while the others go left, and face one of the trolls in single combat. After a bit of back and forth where I am forced to cede some ground to the troll, I ultimately prove victorious. The others work together to take down the other troll.

We then return to the Lamia room, where we encounter a roving band of giants and three of their pet bears. After a brief battle, we kill them, and then decide we should deal with the dragons. I smash a hole in the wall of stone, then wade in to draw the two closer so the others can attack from range. I take the brunt of the breath weapon, but shrug off the damage and we soon cut down the two dragons. We then return to the shrine to rest.

Session 24 – The Hunt for Mokmurian

Once we are rested up, we venture back into the Troll corridor, which leads us to the new tunnel that descends deeper under Jorgenfist. As we travel down the corridor, I remark upon the more worked stone contour of the walls. The work is remarkably reminiscent of the Thassilonian halls below Thistletop. After at time, we come to a fork. We check the left-hand side first, but that direction ends abruptly at a cave-in. We return to the fork and head down the right passage. This direction leads south, and brings us to a large room with double doors on the far side. The floor is made of polished black and gray marble, and a cave-in along the eastern edge prevents further exploration.

As we make our way into the room, we discover the room is quite disorienting. Looking at any wall directly keeps that wall in place, but all other walls appear to expand infinitely in all directions in our peripheral vision. Weird, glowing plasmas upon the wall also provide some distraction. As we near what we perceive to be the center of the room, a large, rune-covered hill giant suddenly appears and attacks us. As we battle the creature, I am struck by a spell that either makes everything else bigger or me smaller, and I find the effect disorienting. In spite of this, we work together and ultimately bring the giant down, and he promptly explodes.

Voon remarks that he believes this room is hyperbolic, and may have been designed by a spatial engineer. By focusing on the double doors, I push my way through the room, but soon discover I am too short to reach the handle (or the doors are too tall). I take my hammer, and smash the doors open, and everyone files out. Devin uses Dispel Magic on me to bring me back to normal size.

The next corridor brings us to another room, larger than the last, containing an immense cauldron resting above an active fire. Runes carved in bands line the walls, and the cauldron itself is carved with the seven-pointed star; the motif reminds us of a peacock. A hulk-like brute covered in runes marches towards us from the eastern corridor leading out from this room. Voon blasts the creature with a Scorching Ray attack, but the spell fizzles. Voon and Devin both quickly determine this creature is a golem. Knowing most magic will fail against this creature, Voon changes his tactic and casts Grease at the golem’s feet, causing it to slip and fall. Once down, Eliatris and I pound on the creature until it is destroyed.

Before moving on, we decide we should try to disable the cauldron somehow, though it is far too large for us to tip over. After some discussion, Voon uses Mage Hand to scatter the ashes. We then continue down the east corridor, which soon becomes very cold. We pass by a caved-in corridor to the north, before the passageway ends at another room. This room is filled with suits of armor mounted on various trolls and ogres posed in war-ready positions. A headless figure rises in the middle of the room wielding a pair of frosty-looking axes. He issues some kind of command, and the posed creatures begin shambling towards us. The zombie-like creatures prove little trouble for us, but the headless one calls forth more zombies from the ground. Thinking we need to stop him before he raises more, Devin disengages from the zombies and focuses on the leader. I move to aid him, and together we destroy the creature.

As the headless lord dies, a menacing laugh emanates from the east wall as an iron-skinned fiend, as a nightmare from my childhood, emerges. The creature appears to be what I remember being known as a Scanderig, a creature often used to frighten Dwarven children. Even in my youth, I did not believe such a creature existed, and yet, here it is! It charges at me, and it’s gaping belly takes a bite out of my armor. I quickly recover my senses, however, and together with Eliatris and Voon, we put the creature down.

The next room proves to be the Scanderig’s lair, but there is nothing else of interest here. We continue down the corridor and come to a large hallway running east-west and covered in runes. To the east, the hallway ends at a cave-in, but to the west we see an immense bronze door bearing a huge mirror-like silver inlay of the seven-pointed star. Ash casts Comprehend Languages, and determines the writing above the bronze door is scripture or meditative prayer for those who worship the Peacock Spirit.

Not sure what to make of that door, and not seeing an obvious way to open it, we decide to explore our other options. A smaller doors leading north opens to reveal a seemingly empty chamber with worked smooth walls. I enter the room, and am soon attacked by a pair of gaunt hound-like creatures. Devin identifies them as Hounds of Tindalos. Eliatris and I soon re-identify them as deceased.

The next door leads to a vast chamber filled with fog. Voon uses Dispel Magic to remove the fog, and we enter what appears to be an arcanist’s lab with large stone pillars and a rising staircase at the far end. We hear the sound of casting, and are soon once again encased in fog, and this one seemed to slow our movement. We move out of the fog and spot a flying giant, though he appears smaller than usual, perhaps a runt. Based on the description given to us by Conna, we determine this must be Mokmurian himself. He casts another spell, causing green poisonous gas to fill part of the room. We spread out, making it more difficult for him to catch us all in a cloud. However, our limited range capabilities make it difficult to bring him down.

Eliatris uses her boots to levitate into the air and confront him, but he casts another spell and sends her spiraling back to the ground, nearly dead. Devin moves up to heal her, but Mokmurian makes him pay with another devastating spell. Finally, Voon casts a Greater Dispel Magic upon him, causing him to fall to the ground. Ash moved to help Devin while Eliatris and I closed in on Mokmurian. As I moved in closer, Mokmurian takes a swing at me, but misses and strikes at the wall, shattering the stone and sending debris into his own eyes! Temporarily blinded by his own actions, we press the attack with Voon casting more magic at him. Mokmurian resists some of the magic, but the damage is done and before he can make his escape the rest of us are able to defeat him. As he falls limply to the ground, we hear a disembodied Thassilonian voice emanate from Mokmurian’s body:

So these are the heroes of the age. More like gasping worms to me – worms to be crushed back into the earth when I awaken the armies of Xin-Shalast, when the name Karzoug is again spoken with fear and awe. Know that the deaths of those marked by the Sihedron – the giants you have so conveniently slain for me – hasten my return, just as yours soon will. Fools, all of you. Is this all you could manage in ten thousand years?

Session 25 – The Scattering of the Giants

With Mokmurian deceased, we take the time to fully examine the chamber. Along with a well-stocked treasure chest we discover a map among Mokmurian’s battle plans. Additionally, the south wall has an exit blocked by a Wall of Stone which we decide to smash this down. The result of this effort is less exciting than we’d hoped, however. A door on the other side leads to a small corridor that connects to the main hall. Meanwhile, Voon studies the runes carved into the wall, and seems more interested in that than in further exploring the area.

We head back to the main hallway (through the passage we opened), and decide to check out the library door. A key we found on Mokmurian’s body seems like a good fit for the door, so after some debate about the merits of trying, Ash decides to give it a go. I step into a side corridor in case there’s a trap. The others wait and watch to see what happens (except Voon, who remains in Mokmurian’s chamber). Upon inserting the key, a bright flash of light nearly blinds us, and a strange-looking creature resembling an underfed child appears. The light emanates from this creature, and it attacks Ash, causing flames to burst into being all over her clothes and hair. She quickly flees, and tries to put out the fire, but to no avail.

Voon races into the hallway to see what is happening, and is immediately blinded, but Devin quickly removes the blindness with his divine magic. Eliatris and I step forward to face the creature, and it strikes out creating flames upon me. I ignore the bite of the flames, and strike back, suddenly feeling faster after a boost from Voon. Together, Eli and I destroy the creature, and after a few more seconds, the flames disperse upon Ash and I. With what we hope is the only obstacle barring our way into the library removed, we once again return to the door and this time we turn the key and open it. Inside we find a number of glowing lanterns and rows upon rows of shelving. The library is massive, and Voon stares in wonder at the knowledge contained within. A small creature, apparently some kind of manufactured librarian shambles over to us and speaks to us, but no one recognizes the language. After a moment, it seems to re-calibrate and addresses us in common, asking what we would like to research. Voon excitedly engages the librarian, and is soon fully engaged with finding out anything he can.

We decide the library is a safe enough place to rest, so I quickly head back up to where we left the rescued townsfolk and bring them down. They report hearing the sounds of fighting somewhere up above, and then everyone gets some much-needed rest. While we rest, we ask Voon to do some research on Xin-Shalast, a place mentioned by the voice we heard with the death of Mokmurian. This is what he learned:

  • Xin-Shalast is a legendary lost city in the Kodar Mountains consisting of gold streets and gemstone buildings.
  • It rests under the gaze of a mountain that could see.
  • It was the capital of the ancient empire of Shalast, one of seven such empires of Thassilon.
  • Legend says Xin-Shalast lay at the headwaters of the sacred River Avah, a river which most scholars believe was destroyed in the Earthfall.

We thank Voon for his research, then head back out in search of Conna and her people, hoping that somehow she has managed to regain control of the stone giants. Thinking it might be wise to bring a trophy with us, we decide to lop off Mokmurian’s head before making our way back up.

As we exit the pit, we see the taiga giant Cinderma fighting at the gate, alongside the three harpies, in an effort to keep the stone giants out. We decide to let that play out a bit longer, and move to investigate one of the large buildings first. Inside, we find a huge hall well-stocked with smoked meat, ale and other goods. A stone giant cook and his giant bear companion immediately attack us. The bear manages to grab hold of me, but before it can eat me, I smack the creature in the head with one of my maulaxes and kill it while the others deal with the ladle-wielding chef.

We move to the next building, which is smaller than this feasting hall but still sizable, and discover a dark building dominated by a huge bed. Heaped upon the mattress is numerous bear furs, and all around the room shelves are decorated with bear skulls. No one is inside, and we quickly examine the room, uncovering a stash of coins, jewels and idols.

Continuing on, we come to the third large building, and carefully approach the doors opposite from where Cinderma and her Harpy minions are battling at the gate. The air inside seems warm and thick with manure. As if to confirm our suspicions we here trumpeting from inside. While considering a plan to surprise the occupants with a Ventriloquism trick, the doors are opened by a very a surprised frost giant. We quickly attack him, and all he can do before being felled is shout out a warning to his companion further back in the stables. His companion, however, happens to be riding on the back of a Mammoth.

I move in to an empty stable, hoping to avoid being trampled to death, but Eliatris moves forward to engage the creature and his rider. Meanwhile, two other Mammoths are trumpeting and butting their heads against their stable doors. Eliatris takes a hard hit from the giant, so I move up to try and help just in time for the rider to spur his mount into a charge. I narrowly avoid serious damage, and while I duck back into the empty stable, Eliatris opens one of the pens, apparently convinced she can calm the creature and make it her pet. Her first attempt appears to involve allowing the creature to run her over while it shoots out of the pen like a cannonball.

Ignoring Eliatris’s plight for the moment, I watch the Frost Giant ride his mammoth around the stables. I charge past Eliatris and her raging mammoth to the far side of the stables and burst open the doors, but I am too late to stop him from reaching Cinderma. I can only watch as the frost giant approaches her and points in our direction. She quickly stabs at the frost giant, knocking him from his perch, then orders the harpies to come after us. When I look back for a path of retreat, I see Eliatris has been knocked down and will soon be trampled. Thinking quickly, I pull out my flaming sword, and use it to set fire to a nearby pile of hay. The fire quickly takes hold, and soon the smoke reaches the mammoth’s nose and sends it racing for the exit. Not one for animal cruelty, I release the last mammoth, and it quickly makes it’s escape.

Eliatris and I then make our way out the far end while the stables fill with smoke. The harpies arrive just as I reach the far end, but are thwarted by the rising flames. A cloud of fog, presumably created by one of Ash’s wands, allows me to slip from their view and move around the corner. Eliatris and Devin head for cover, but I see the harpies converging at the side of the barn. They seem to be converging on some prey I cannot see, and with Ash nowhere in sight, I make an assumption, then charge forth from the fog to smash one of the harpies. Devin and Eliatris change their path and come to help, and soon we destroy two of the harpies. The third retreats back to Cinderma who takes out her frustration on the third harpy before advancing on us.

Eliatris and I steel ourselves in the face of the giantess and her deadly spear. She skewers Eli, nearly killing her, but before she can finish the job, a small sling bullet shoots out from seemingly nowhere to smack her in the side of the face. She is staggered, so I move in and smash her with my hammer. Reeling from the blows, she prepares to attack back, but another bullet smacks her and it proves too much as she falls to the ground dead.

At the moment, Conna and her troupe of Stone Giants kick down the gates to Jorgenfist, and approach us. We are exhausted from the battles, and can only hope our defeat of Mokmurian will be enough to stay Conna’s hand against us. Our hopes prove true and she approaches and bows before us, thanking us for rescuing her people from the clutches of the mad Mokmurian. She declares her and her people will be leaving, and that the other clans have already scattered. Jorgenfist now belongs to us. Before she goes, she eagerly accepts our offer of Mokmurian’s head, though for what purpose she doesn’t say, and then gives a final warning that something evil is lurking inside the black tower. We thank her for the warning, and then watch as she and her people depart.

We spend the rest of the day exploring the area, and informing the people of Sandpoint that the area is now safe and clear of giants. We discover a dragon’s hoard in a nearby cave, and a number of other valuable items scattered throughout the hold. Aneka sees the large bear and thinks she can skin it so we can sell the pelt. That night we feast on the meat inside the Feasting Hall and get a much-needed full night’s rest. We also had Voon do some research on Karzoug and the Runeforge, which had been mentioned by the voice of Karzoug. Here is what he discovered:

  • Karzoug was the runelord of greed, a manipulator and ruled over Shalast.
  • The Runeforge was created as a place where the seven runelords could gather and study magic.
  • The runelords created wards around the Runeforge to protect it from the runelords or any of its agents to allow the research within to be free from sabotage.
  • Those within were sustained by the Runeforge’s magical enhancements so that researches could continue to work without needing to stop for food, drink or sleep. The wizard servants chosen to conduct their research here considered it an honor.
  • The Runeforge is they key to awakening the runelords.
  • Inside the Runeforge there appears to be a well of power which serves as a means of communication and a portal.

The next day, we decide to enter the black tower and discover what evil lurks within. Inside, the walls and floor are covered in ice, and the air is cold. A pair of spiral staircases rise to the top of the tower. Using my boots of the Winterland, I climb to the top of the stairs which leads me to the harpy nest. There is nothing of interest there, so I climb back down and look around on the main floor. There, I discover a trap door under the ice, which I quickly break apart. Once the ice is clear, I open the door to reveal a large pit. We use the rope of climbing to climb down into the pit, having to drop the last ten feet. Eliatris follows, floating down with her boots of Levitation, and bringing the rope with her, just in case.

The walls of this chamber curve up, like the base of an hourglass, but there are no obvious exits. While I examine the walls, we hear a garbled moan from above, and look up to see what appears to be some sort of floating mummified creature. His
moaning whispers seem to send Ash into a deep despair, and his elevation prevents me from getting to him. Devin channels divine energy towards the creature, clearly wounding it. It retaliates by summoning swarms of scarab beetles which crawl all over us. Ash, in her despairing state, seems poised to be destroyed by these creatures, so I rush over and pick her up out of the swarm, even while the beetles feast on me. Eliatris floats up and attacks the mummy while Devin continues to channel divine power into it. The mummy is thrown to the ground, but before I can charge it, it casts a spell, and I am suddenly blinded. Effectively out of the fight, I can only hope Devin and Eliatris are able to finish the creature off. Soon enough, my hopes are answered. With the mummy’s death, the beetles disperse, and my sight is returned with a touch from Devin.

We recover a scroll tube from his possession, and then quickly make our way back up to rejoin the townsfolk. We then make a plan to return to Sandpoint. Voon elects to stay behind and continue researching in the library.

Interlude – Return to Janderhoff

On our return to Sandpoint, Ash decided to stop off at Magnimar to do some work. I decided to return to Janderhoff with the lost crown of the Pallgreves Clan. Eliatris joined me so she could help me with some shopping, and Aneka came along to check out the city I grew up in. At first, the guards would not permit me entrance, having been banished for previous crimes. However, once I presented the crown, they immediately escorted me to the city’s leadership. There, I told them the tale of how I came upon the crown, and with Eliatris, a paladin incapable of lying, able to back up my claims, they soon renewed my citizenship and lifted my ban, in addition to paying a reward for the lost crown.

After that, I took Eliatris and Aneka to my family’s home, and we spent the next few weeks relaxing, shopping, and making improvements to my weapons. During our time there, however, Aneka heard rumors of spies within the government of Janderhoff. An infiltrator, perhaps a lamia matriarch, had allegedly moved her way into an official position and was causing problems with the local economy. We discussed the issue, and felt it was likely related to or business with Mokmurian. Before we can investigate further, however, we receive a summons from Devin to return to Sandpoint at once.

The adventure continues in “Sins of the Savior“.