Dragon Coast
Plunge into Darkness:
The party discovered an elemental orb of fire, and a magical elevator
in a secret passage connected to the "Hands On Training"
dungeon. Taking the elevator down they discover the dungeon's
keeper has deadly undead guardians, bone bats. Two of the characters
got paralyzed and one unfortunate soul took the plunge into darkness
and fell off the elevator. A successful tumble check reduced the
damage to the rogue's hard landing. Just as the rogue was thought
to have recovered from his fall he began to dance uncontrollably
whenever danger came near. This was not at all funny, considering
the unseen dangers of the underdark (DM, "MWAHAHAHA!").
Finally in the central cavern the party discovered several crevices,
a huge door and a passage. In one crevice in particular was heard
the rumbling breath of a sleeping dragon (er, actually a mine
cart rumbling along it's tracks). After determining that the huge
door could not be opened from their side the party explored the
passage. Falling perfectly into its trap sending them tumbling
into an even deeper area of the dungeon.
Web of Undeath:
The party finds them selves caught in a huge web spanning the bottom
of the sloping passage. In their effort to escape the web they managed
to completely wrap themselves further in the sticky substance. Fortunately
for the party the spiders have a more promising food source else
where and took there time arriving. The party discovered that the
victims in the webs were also undead waiting to be released. The
culprit was an escaped experiment of the priestesses of Loth. The
bite of this spider aberration not only drained the life force of
its victims, but also
infused them with unlife. Also in a room on the other side a pair
of ettercaps and their pets took up residence and had an uneasy
alliance with the demon spider. In an adjoining room they discovered
and elemental pool that is unnaturally still. Around the pool are
four pedestals for the four elemental orbs. They also discovered
the prison of the one scrying on them for some time. Jurglekip,
"Kip" for short, told them they had to recover all the
orbs and place them around the pool in their stands before he can
be released.
Gnolling Pins:
After a pitched battle with a combined force of gnolls and troglodytes
the party followed the sound of a loud crash and shatter. Into the
cold tunnels of the gnolls where, every 30 seconds a large ice ball
speeds down the hall into the magically sealed doors of Jurglekip's
prison. Dodging the ice balls all the way up the passage the party
discovers a huge cavern frozen in ice. Crossing the icy floor of
the cavern with its crisscrossing ice balls proved to be quite dangerous,
especially with the gnoll archers firing at them. Once across they
had to climb steep ramps of
ice to get to the source of all the zooming and crashing ice balls.
The leader of the gnolls, Greasesakk, was in possession of the Ice
Elemental orb and was firing tirelessly hoping to destroy the invading
party of adventurers. After defeating the gnolls the party is now
in possession of the Ice orb.
Miner Infractions:
The party melted the ice barring access into the mines using the
fire elemental orb. After finding that bugbears in heavy armor,
with large shields and wielding bastard swords are nothing to sneeze
at. They liberated the mines out of the hands of the drow Shulvokk,
an exile of her people and now a cleric of Shar. Scarknuckle a monk
of the Dark Moon/sorcerer, an elite
assasin of Shar. They rescued a cleric of Selune who was enslaved
in the mines and she joined the party to seek justice from her captures.
While recovering the elemental orb of earth the party discovered
ingots of Darksteel. The process for making this type of steel was
once lost, but now
rediscovered thanks to some ancient dwarven texts. The alloy is
made from meteoric iron tempered with a variety of special oils.
Leap Trog:
The final elemental orb is within reach. The orb of elemental air
is held in the vile clutches of Cesspitle the powerful troglodyte
leader. He blocked their arrows behind a Wind Wall created by the
orb. His followers netted the party only to find them too powerful
to be subdued. Taking to small boats the party ventured across the
underdark lake to the rocky isles of Cesspitle and his kin. In the
middle of the lake they were attacked by trogs riding giant water
beetles. Two of their small boats were capsized and the wizard began
to sink until one of his fellows quaffed a potion of flying and
pulled him out. By this time Cesspitle had escaped into a crevasse
hidden in the
back of the cavern. He cursed the PCs saying, "I curse you
in the name of The Devourer! The Devourer will protect the orb and
destroy you!" That was the last they heard from him, except
for a blood curdling scream of agony and terror. In the narrow crevasse
the PCs find a small room with and island in the middle. On the
tiny rock isle is a heap of glittering treasure! No sign of Cesspitle,
the orb or the Devourer. The PCs sense a trap. The fearless rogue
braved the island alone while the party looked on from their boats.
Suddenly the Devourer oozes up out of the water behind the rogue.
It's special attacks throwing the party into confusion and blinding
half of
them. The rogue is grappled, by multiple mouths of sharp fangs,
and drawn in to be engulfed. Fortunately the party had the presence
of mind to tie a rope around the rogue, and they pulled her free
of the Devourer's grasp. After the fight the orb was recovered and
now they are off to release Jerglekip from his prison.
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