Tales from Elrond

Severius' Journal- "Assasult on the Sacred Stone Monastery"

I do not have much time to write, for I fear that the enemy is making preparations to root us out and kill us for our intrusion into their home. My comrades are bloodied and battered and few of us have any unspent magickal power left. I only have the barest gifts of Gorm at my disposal, the majority of my powers having been spent in the massive seemingly never-ending melee against waves of Sacred Stone Monks which immediately assailed us when we made entrance into their monastery and the later challenging engagement against the gatekeepers of the monastery’s subterranean level, a group of orogs accompanied by an ogre.

Reflecting back now on the tense discussions we had after Allegro returned from his night time scouting of the Sacred Stone Monastery, I believe that we have chosen the correct path to find the Delegation and strike out against evil. These monks seem to worship the same symbol of allegiance that we found as the insignia on the uniforms wore by the bugbears found in the shallow graves near the Delegation battle site in the hills. Their obvious reluctance to engage us in conversation about the Delegation and their recently revealed associations with the foul and evil Dwarven race known as the Duergar shows that there is more than enough suspicion to breach their sanctuary and investigate.

So far we have not found any of the Delegation here or clues to the monks’ involvement but we have only begun to explore the sub level. The current state of my party cannot be ignored and without time to recuperate, which I do not believe we will have at the moment while in the domain of the enemy, I fear we will be hard-pressed to emerge victorious from another major engagement. I trust in Gorm’s wisdom though. His guidance has protected me thus far and I have no doubt he will see me through this test of faith.

View
An Uneasy Alliance

After more rest and recuperation after yet another bout with the undead wraith, Az’Al’Bani, Surina, Takashi, Magnara and Lester again head toward the cisterns. Enroute they encounter the wraith yet again but this time things seem different. Az’Al’Bani offers a temporary truce to join in an alliance to further both group’s goals.

He explains that he has the key to an ancient Minotaur site called the Court of Bones, which is hidden in the cisterns. In return for his assistance in clearing out the spider infestation in the cisterns, the party will assist him in locating the door to the Court and help him retrieve a crystal that lies inside. Az’Al’Bani explains that this is an ideal situation for the others- he will leave this place once he has this crystal, his foul presence will no longer be an issue, and Erathis’ will will be done. Surina agrees and the others reluctantly agree as well, wary of the wraith’s true intentions. D506A4D8-E7C2-419D-822D-863714D8FC38.jpegAz’Al’Bani appears true to his word and he helps the party rid the cisterns of the phase spiders. His ability to surprise the spiders as he emerges from the stone walls and suck the life from them is a great benefit in the battles. The party makes good progress and seem to fare better than in their previous attempts. Even in their toughest battle in what appears to be the heart of the spider infestation, in which Surina and Lester go down (paralyzed by poison), seems only slightly more difficult than the previous ones. With their bags full of scavenged treasure found on the web strewn floor of the spiders’ lair, the party heads toward the final area of the cisterns and it is here that disaster strikes.

Walking into the lair of two basilisks, Magnara and Lester are barely able to fight off the effects of the creatures’ petrifying gaze. Unfortunately, Takashi is not so lucky and in the process of notching an arrow he is turned to stone. The rest of the party is able to vanquish the beasts but lack the magic to revert their friend back to normal. With his alchemy background, Lester salvages some of the fluids from the basilisks’ gullet in the hopes of later creating a potion to save his half-brother. B6925D5E-4F39-4E67-A8B5-92DA3E4EDAD9.jpegCoincidently, Az’Al’Bani can sense the door to the Court of Bones is near and leaving Takashi behind with the intention of returning for him later, the party finds it after searching a nearby tunnel. Using his key, Az’Al’Bani opens the ancient lock and the portal opens to a bone-filled tomb with the depiction of a large bull skull embossed on the floor, bone-covered pillars and two mummified Minotaur skeletons sitting in thrones on a raised platform, one of which is clutching a large crystal.

Az’Al’Bani makes for the crystal and snatches it from the grasp of the Minotaur mummy. With this act the tomb comes alive with an ill-wind and the rising of two Minotaur skeletons from the piles of bones, as well as ghastly spectral figures. Some of the undead flee after their initial assault when Magnara calls upon the holy power of Bahamut but what follows is a challenging battle that gets even harder when Az’Al’Bani’s opponents are vanquished and he flees from the Court with the crystal, leaving the rest of the party to fend for themselves. 323AC239-4F86-400B-9D44-435CC937FB60.jpeg Desperate to survive, it takes Magnara, Lester and Surina‘s remaining magic and might to destroy their foes. Battered and exhausted, but alive and victorious, they search the Court and are somewhat rewarded from the ordeal when they find a hidden compartment in one of the thrones that contains some gold and a spell book. Now they must find a way to cure Takashi.

View
Severius' Journal- Feasting, a Manticore Hunt and the Sacred Stone Monestary

The Feathergale Society did not disappoint, and neither did Biggle. The feast that the Society had prepared for the tenth anniversary of their founding was beyond the likes that I have ever tasted. Deliciously rich foods of such variety accompanied by a likewise selection of wine and spirits. Biggle’s performance did not disappoint, and the Society were certainly impressed by his performance, granting him the use of one of their limited tower suites for the night and an open invitation to play for them again when he returns to the area in the future. Biggle weaved an entertaining tale of our group’s adventures through the Dessarin Valley, utilizing song and magic to enthrall everyone in the Hall. Surely nothing could top great food and a great performance but there was still one more thing to make this a night I would surely remember- the Manticore hunt!

When the sentries burst into the Hall at the conclusion of Biggle’s performance to announce the sighting of the Manticore in the mist cover Valley the knights erupted in a fervor of activity. Commander Merosska announced the award of one of his own personal jeweled rings to the person who brought him the creature’s head. We were even offered a chance to participate, riding atop a giant vulture mount of our own.

The hunt was an experience that I am at a lost for words to describe. The rush of wind blowing on your face as you ride atop a flying beast in ever shifting mists, the darkness occasionally lit up by the moonlight with the ground far below and playing cat and mouse with a creature that was very much capable of playing the role of cat or mouse. While the Feathergale Knights flew off in one direction we decided to stick together in our group, hoping that teamwork would bring us victory.IMG_1362.JPGOur decision proved to be a good one as we suddenly came upon the beast and the dance of death high above the earth started. The creature was not interested in closing the distance and used its ability to fire spikes from its tail at us while we attacked it with magic or javelin in the case of Aszh. Gorm was with us, and despite the shifting mists, we were able to reacquire the beast when it hid from us and Aszh finished it with a javelin that pierced its skull and sent it plummeting to the valley floor. We returned to the Tower, the Manticore’s head in hand and received Merosska’s reward in the midst of the Knight’s applause.

The following day, following Lady Savra’s advice that the way to the Sacred Stone Monastery would be hard to travel with a wagon, I made arrangements to have our wagon and horses stored and cared for in the Tower and, with Lady Savra as our guide, we headed to the Sacred Stone Monastery. On her hippogriff, Savra scouted ahead by air, looking for potential dangers and the best path for us to take on the ground.

During the occasional periods of rest, Allegro and I attempted to learn more of Savra’s decision to leave her husband and family and tried to convince her to return to her homeland. She did not seem to have any intention of returning to her previous lifestyle, and after the experience I had last night I could not blame her. She had left behind a lifestyle of strict duty for one of freedom, adventure and excess. She did mention that her coffers were running low and she would soon be unable to pay her dues. She was contemplating returning home to ask for more money, and should this course of action be taken I do not foresee a joyous homecoming for any of the parties involved. IMG_1363.JPG
With the exception of a potentially deadly encounter against a pair of Bulettes, which Aszh would have surely perished in were it not for the healing power of Gorm, the trip to the Sacred Stone Monastery was uneventful. We arrived early in the evening and our speaking attempts to investigate its residents were stonewalled at the door. The golden masked individual told us that we would not be allowed entrance and not be allowed to speak to the abbess; we were told not politely to leave.IMG_1364.JPGAszh thought that the individual at the door was hiding something and further investigation into the Monastery was warranted. This began a heated discussion amongst the group about how to proceed, and whether or not an assault on a potentially innocent recluse monastic order without cause would be justified. Eventually it was decided that Allegro would attempt to infiltrate the Monastery when night fell and get us some information to help us decide how to proceed.

View
Severius' Journal- "The Feathergale Society"

My companions and I began what would be three days of travel down the Larch Path in search of the tower which the Feathergale Society uses as their base. The trip started off most pleasant with perfect weather and no events of concerns. I actually enjoyed my time amongst the rolling hills looking out as far as my eyes could see and still seeing that the countryside continued in the distance. It was a great contrast to the dark confines of my home, Cyndiciea, and while I have finally become somewhat comfortable with the openness of the surface world, I do not think it would ever take the place of home. Despite the troubles of my home, there is still a comfort in its dark confines, similar to being in an affectionate embrace. I’m sure that this feeling would not be shared by those not of the subterranean races who would likely find the environment claustrophobic.

The second day was the worst weather I have experienced since my time on the surface. Rain does not naturally occur where I’m from, neither do thunder and lightning, and the tempest that assailed us throughout the night was a horrorific deluge with no cover to be found in the hills. Despite his best efforts, the Wood Elf Aszh was unable to get a fire going and we all spent the night huddled in our soaked cloaks and blankets trying to stay warm and get some sleep. I had heard the stories from the past and knew of storms through my teachings, as Gorm is a god of storms, but those stories came from thousands of years past when much of Cynidicea was still above ground and long before my time. Now in Cynidicea storms only exist as myth and legend.

Unfortunately the storm was the least of our worries, for while we camped amongst some ancient Dwarven ruins we were attacked by foul rocklike creatures called Gargoyles while Aszh and I were in watch. Seemingly made of stone the creatures seemed resistant to normal weapons and I thank Gorm that he had granted me his spiritual guardians to wreck vengeance of these foul creatures who dared to attack Gorm’s faithful servant. The golden angelic forms of the guardians dived and flew around the creatures while stabbing and slashing with their swords of radiant light. My companions added their efforts to the fight and we were successful in vanquishing our forms with only minor injuries.

Waking up the next morning feeling more exhausted than we did prior to retire for the night we trudged to the tallest hilltop nearby and sought out the tower. We could make it out nestled in a valley and jutting skyward. A formidable and elegant looking structure. Aszh plotted a course and we were on our way, taking till early evening to reach our destination. Hippogriff riders circled above monitoring our progress and after a short group meeting to discuss a plan, it was agreed that Enna, being of noble blood, would serve as the spokesperson for our group amongst these nobles that made up the Feathergale Society. IMG_1317.JPG I was certainly surprised when the first person from the Society to formally greet us was Lady Savra, the sister of Lady Anyyam who we had been asked to seek out and convince to return to Muluk and her husband. She appeared happy as a full member of the Society, a Feathergale Knight, and explained the freedom, adventure and high-quality living that she enjoyed as a member of the Society. She expressed some sadness about missing home but did not seem interested in returning anytime soon. Not yet revealing that her sister had asked us to seek her our, Allegro and I remained quiet on the issue and took advantage of the tour of the tower that Savra was offering. She told us that we had arrived at a most fortuitous time as a feast was being held that evening to celebrate the Society’s tenth anniversary of founding.

We were introduced to the leader of the Feathergale Society, Commander Thurl Merroska, and he appeared to be a strong capable warrior that certainly had the bearing of noble blood. He seemed very happy with Allegro and Biggle’s offers to provide entertainment for the evenings festivities, and explained the recent abrupt departure of their previously scheduled performer, a fellow named Windharrow, and his band of minstrels called the Windwyrds. The mention of Windharrow’s name set Allegro into an immediate rage and I thought he was going to attack Commander Merosska when he got in the commander’s face demanding answers on Windharrow’s whereabouts. I’m sure that didn’t make a good impression and Merosska advised Enna to control Allegro implying that things may not go well if she failed to do so. Enna was able to get Allegro under control and Merosska informed us that Windharrow had been requested to play for Queen Aerisi Kalinoth, a moon elf that Enna understood had left her home in the Fey Wild to reside on Elrond.

While the rest of the party toured the tower I remained on the roof using the tower’s telescope to study the vast view I was offered of the surrounding hills, an opportunity I have never had before. I was worried about Allegro, he sat nearby on the battlement wall petting his puppet and looking quite depressed.

View
Az'Al'Bani

Az’Al’Bani had become a bane to the party and their mission to cleanse the Phase Spider infestation from the cisterns. A ghost, a spectre or perhaps a wraith, none of the party knew for sure what type of undead abomination Az’Al’Bani was but it was apparent that he was persistent and formidable. Twice the party had defeated his undead minions and run off the undead creature but each battle was a challenge and death came close for various members of the party on both occasions. The undead fiend mentioned a place called the Court of Bones, but it’s significance and location are unknown to the party, and they only wish that they would stop crossing paths so that they may continue to the cisterns and finish their original task. Az’AL’Bani had had severely weakened the party after his last attack and they have taken refuge in a relatively dry and secured part of the labyrinth to recover before striking out to the cisterns again. IMG_1287.JPG

View
Infestation in the Cisterns

Partly because they want to learn the secret location of the fabled Witch’s Hour Sage to get answers to questions about Takashi and Lester’s father, and partly because it seems the right thing to do, Takashi, Lester and Magnara agree to assist Surina, a Dragonborn servant of the goddess Erathis, with cleansing the spider infestation that has taken root in the ancient cisterns that lie beneath the Seven-Pillared Hall. Surina leads the way and the journey is uneventful. Arriving at the cisterns the party finds channels of contaminated water with dry areas covered in thick strands of webbing. phase-spider2.jpgMaking their way through the cistern network, it doesn’t take long before the party is ambushed by the first of what would be several strange giant arachnids that appear to possess the ability to phase in and out of existence. The spiders’ attacks are deadly as massive poison-injecting fangs nearly kill Surina and Lester as the spiders mainly choose to attack the weakly armored warlocks. The fighting in the cisterns is brutal and it is only after two encounters with the spiders’ brutal ambush attacks that the party becomes concern with their ability to sustain a sweeping advance through the labyrinth tunnels without stopping to rest and recover. After locating a very ill man who had wandered into the tunnels and contracted sickness from exposure to the foul water, and vanquishing another spider, the party decides to return to the Seven-Pillared Hall to recuperate before heading out again.

View
Severius' Journal- "The Wee Folk"

Despite being educated by some of the finest institutions available in the city of Cynidicea my knowledge on the “Wee Folk” as my friend Aszh refers to them is extremely limited. Part of the reason for this is that while there is the occasional questionable story told of fey sightings, most of these are looked at as tall tales or fabrication of an alcohol or narcotic-fueled mind, and even these isolated story are far few in number. I questioned Aszh about this, whose worship of this fey goddess Titania has given him extensive knowledge on the fey and their society, and he told me that while the great majority of fey inhabit the surface world, there are indeed a limited number of fey that inhabit the subterranean realm. It would be understandable that my society’s contact with the fey would be limited, and perhaps non-existent.

Aszh assures me that like most intelligent races, the fey are made up of individuals and each possess their own beliefs of what is acceptable behavior and whether something is good or evil. I should not let one chance encounter with a small group of fey, an aridni and two domovoi, fey folk who are known to engage in banditry and thuggery, mainly due to their bitterness at their species ill-treatment by the elves long ago, speak for all of the Fey. I believe Aszh to speak true but after my party was robbed of many valuables and I myself was subjected to beguiling magick when one of those creatures charmed me and made me their agents to attack and restrain my comrades, I find myself quite prejudice against the Fey folk whose stories revolve around trickery and with my firsthand experience I can add robbery.

I have some belief of reassurance from Aszh’s presence in the party. His worship of this fey goddess and the good deeds I have witnessed him do in her name speaks volumes to his patron and the type of people she chooses to represent her interests. I will keep that in mind the next time we encounter the Wee Folk.

The loss of coinage and valuables that we had on our persons that the fey stole from us is only a minor setback in my eyes (though I can tell that Dovak sees this as a major setback to our quest). Gorm will provide, I have no doubt, and we still have more than enough funds at our disposal to pursue our quest.

View
Severius' Journal- "The Mirabar Delegation Found"

It appears that we have finally achieved success in our goal to find the Mirabar Delegation…or at least partial success.

Our trip to Summit Hall proved to be most fortuitous. The Knights of Samular proved most hospitable and the deity they worship, Tyr, appears to value the same aspects that my beloved Gorm does. I found their company to be refreshing and look forward to returning when my task is complete to speak with some like-minded individuals. Their Grandmaster, an elderly but formidable-looking woman named Lady Ushien Stormbanner, informed us that a shepherd recently reported the location of several shallow graves off the Dessarin Road just outside of Beliard. She made arrangements for us to speak with this shepherd, a halfling man by the name Larmont Greenboot and he told us of the graves he found while tending his flock. He offered to lead us to the graves for a fee and surprisingly Allegro paid him a generous sum of five gold. Allegro is an odd fellow and never ceases to amazes me though I confess that he brings me despair at times because his make-up and strange mannerisms remind me of home and those of my people who have sought escape through narcotics, fantasy role play and alcohol.

The day long trip to the grave site was uneventful and after resting for the night we explored the site the following morning. There were three sites altogether off of a side road that lead from the Dessarin Road to the River Dessarin. It was readily apparent that a battle had taken place. We found wagons with looted cargo containers scattered about, the skeletons of several individuals wearing clothing bearing the red axe symbol of the Kingdom of Mirabar and a coffin bearing the skeletal remains of a Knight of Samular. Enna and I both could sense a faint aura of elemental magic still present in the area and the way the earth was cratered and upturned it made sense that magic was used to disturb it.

Greenboot showed us a pair of cairns on a nearby hillside and one of these contained the bodies of several bugbears wearing leather armor bearing a strange triangle symbol that none of us were familiar with. The other cairn contained the single body of a human woman dressed in robes and wearing a golden mask shaped in the visage of a Gargoyle or demon. It reminded me of Lady Stormbanner’s inquiry upon meeting me because of my golden mask of Gorm as to whether I shared allegiance with a monastic order in the Sumber Hills called the Sacred Stone Monastery. We suspected this woman was a member of that order though that order is in no way related to the worship of Gorm as Gorm would only allow his true followers to wear masks with his visage and my inspection of the mask showed that it was not gold but most likely gilded tin, which Gorm would also not approve of.

The third grave site had four bodies- a dwarf in artisan robes and a woman that both bared the red axe of the Kingdom of Mirabar on their clothing, a man in strange stone armor (which none of us were familiar with) and a man in a white cloak with feathers adorning one shoulder. While we did not know what to make of the last two bodies, we were fairly certain the first two were members of the Delegation and suspect that the dwarf was the remains of the great Mirabar Dwarven smith Rhundorth. Finding the graves was both cause for relief and despair. We had found some of the Delegation, apparently the victims of an attack, but were the rest of the Delegation still alive, and if so where are they? Also who attacked them and for what reason?

View
The Dwarven Dead of Khundrukar

After cleansing the undead from what was most likely the tomb of the great dwarven smith hero Durgeddin, the party decides to leave the duregar-controlled level of Khrundukar to see if their companions Dovak and Biggle had returned from the mission of ensuring the prisoners they freed were able to make it to safety. On the mountain level with the entrance to Khrundukar, they find Dovak waiting and he tells them that Biggle accompanied the freed prisoners back to Dellmon Ranch.

The group has a short meeting to discuss if they should return to the Ranch to see if the death of the Great Ulfe gave the defenders at Dellmon Ranch the advantage they needed to repel the Iceshield Orcs or if they should return to cleansing the undead from the duergar-controlled level of Khrundukar. Passionately opposed to allowing the undead abominations to continue to exist, Aszh, Severius and Enna want to destroy the rest of the undead on the duegar-controlled level; the rest of the party agrees to accompany them.

Upon returning, the duegar insist in the payment of a new “toll” and after some tense negotiations, a price is agreed upon. Using Aszh’s paladin ability to detect undead and fiends, the party clears room after of the ancient dwarven fortress. Many rooms are full of nothing but dust, broken furniture and the harmless skeletal remains of dwarves and orcs from the long ago final siege of Khrundukar, but some rooms contain the undead skeletons of ancient dwarven warriors and animated decorations, such as a giant carpet and a suit of armor, that attack.
IMG_1084.JPG
The party sustains some wounds, but for the most part has little trouble until they encounter an angry dwarven ghost. Impervious and resistant to some of their attacks, the ghost manages to take possession of Dovak and turn him against his companions. Fortunately, Severius is able to call on the power of Gorm to cast the angry spirit out of his friend and the ghost flees the area. After a couple minor battles, the ghost returns and attempts to possess Aszh this time but the Paladin of Titania is able to resist the spirit’s attempt and despite several of the party frightened by its haunting form, the group is able to rout the angry again.
IMG_1085.JPG
The last abomination that the party clears from the level is a fiend that attempted to fool them into gaining their trust by using the guise of a beautiful young woman that was claiming to be the prisoner of an evil wizard. The party believed her story, except for Aszh, who was able to use his power of detection to see the fiend’s true nature. When he called the fiend out, she cast a charm spell on Dovak and ordered him to attack his companions while she attempted to kill Aszh. The heavily armored Dovak ended up being the more difficult foe to deal with and after the fiend disappeared before their eyes (most likely to safety) the group concentrated their attacks on Dovak and were able to beat him into unconscious and secure him with rope until the effects of the charm spell wore off.

With no other rooms to explore in this section, the group decides to take a rest and the following day they return to Dellmon Ranch to see who was victorious. Trails of smoke mark once burning buildings and funeral pyres and bodies of both orcs and the Ranch defenders alike litter the field. A cheer goes up as the party approaches as the defenders of the Ranch praise the party’s return and thank them for killing the Great Ulfe. They explain to the party that when word spread through the orc ranks of the death of the leader, in-fighting and flight took over the Iceshield Orcs and the defenders were able to easily fight off the disorganized orc army.

The party joins Lord Dellmon for dinner and conversation where they exchange stories of what each party endured over the past few days. Gracious for what the party did to save his Ranch and his fellow countrymen, Lord Dellmon gives the party some magical potions and a pouch of magical dust as a token of his appreciation. He also offers them the opportunity to settle some of land (their former owners recently killed in the battle) which some of the party seem interested in but that will have to wait as they must continue their quest to find the Mirabar Delegation.

View
Severius' Journal- "Deeper into Khundrukar"

After the challenging battle with the ogre Iceshield tribe chieftain, the Great Ulfe, my comrades and I were in desperate need of rest and recuperation. Wary of what other enemies still remain in the subterranean halls of Khundrukar, we improvised a fortified position by stacking crates and sacks from the store of loot that the orcs had pillage from the countryside around a little used section of the cavern they were using as a warehouse. Biggle and Dovak decided to check if the two prisoners that we had freed had made it to safety and it was agreed that we would return to this location in two days if we failed to hear from them beforehand.

After a much needed rest and healing from Gorm, myself and the remaining party members decided to explore more of Khundrukar. We happened upon a nearby cavern that contained a door with several charred orc skeletons before it and a large stairway carved into the rock leading down. Deciding to explore the door first, we quickly found during our efforts to open it that it was trapped to shot jets of fire into the area in front of it. After sustaining some burns, we were able to successfully disarm the trap mechanism and found that there was nothing beyond the door except the trap mechanism and the vat of oil that fuel the flames. Seriously wounded for our efforts, we decided to rest inside this room (which should prove haven enough from the orcs) and I used the power of Gorm to heal me and my companions.

Following that long rest, we continued our explorations by proceeding down the stairs into the cavern below. The stairs lead to an underground stream and a flock of stirges, which we eliminated easily enough and continued out explorations. The caverns on this level appeared more natural and not cut out as they did above and there were several options on where to proceed. We randomly chose a path and came upon two reptilian-looking humanoids that appeared to be mining the walls of a cavern. Aszh’s attempt at conservation with them was met with an immediate attack and a third creature with a large bear arrived as reinforcements. The creatures (which I later learned with Troglodytes) were dispatched and after several unsuccessful attempts to befriend with bear with calm words and food, we killed it as well.
IMG_1149.PNG
Our continued explorations found a large cavern naturally lit by light-emitting fungi. This area held dangerous creatures (strange snake-like creatures with star-shaped toothed maws) that were able to camouflage themselves with the surrounding stone. They ambushed our party from several directions at once and several melees broke out as we tried to coordinate our efforts. I must commend Aszh for stepping into the role normally taken by Gorm’s loyal servant Dovak, as he positioned himself to take the attacks of the majority of the creatures expertly used his sword and shield to fend off the blows while the rest of the party concentrated on killing the creatures. It was a successful tactic and we dispatched the creatures will only some minor wounds.

A search of this cavern showed several routes of exploration, including a well-made door of dwarven craftsmanship. Allegro was able to successfully pick what he told us was a very complicated lock and we proceeded past the door up a stairwell that lead to a small room containing three dwarven statues of axe-armed warriors. After some trial and error (as well as injuries), we were able to locate a secret door behind one of the statues that lead to another level of Khundrukar. Like the initial level we entered the mountain at this one was carved into smooth walls, floors and ceilings and it was occupied. We were challenged by dark kin of the dwarves called the Duregar who claim rule over this level. Not knowing their full numbers and not yet seeking a fight, we were able to negotiate passage through part of their level for a toll. They spoke of parts of the level haunted still by the undead and Aszh and I were able to convince they others that we needed to cleanse the undead from this place…

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.