Delzimmer - Chapter 2

Adventure Date: January 21, 2012

Last Updated: May 2, 2012

The kobold is feverish and burning to the touch. Unfortunately, none of our heroes can understand the kobold since none speak draconic. That doesn't stop Rath from doing his best to intimidate the poor critter. At least until Roryn takes pity on the delerious reptile and binds its limbs and gags its feverish rants.

Leeloo does a heal check to try and diagnosis the disease. Despite her extensive learning, this is something new and she cannot determine the type of disease or how the infection is being transmitted. Is there magic at work here? Is the root of this pestilence from an unknown evil source?

All the mines appear to radiate a dim level of magic everywhere.

Irrsta finds a cask of fine wine (200 gp = 8 lbs). Other treasure is found.

Our heroes explore the west tunnel to the mine now. There is a steep slope, with tracks for carts, a system of pulleys, but no rope, going down a hundred feet before it levels up.

-The Large Cave

This enormous cavern extends upward for at least 100 feet. Glowing blue-green lichens creep across the rough walls and man-sized stalagmites protruding from the ground in this area, their faint light growing and then diminishing again every few seconds. The illumination occasionally highlights small flecks of silver, which glitter in the face of the great western wall of the cave. Several cables hang down from the edge of a wide hollow within that wall. The hollow penetrates deep into the west face of the cavern and begins about 20 feet above where you stand. The air here feels cool and damp.

The tunnel opens into an enormous cavern (see DM NOTE) that is 80 feet across and a 100 feet deep. Veins of pure silver can be seen throughout the cavern. On the far wall, an exit can be seen, but it is 20 feet above the main floor of the cavern.

Just before our heroes enter the cavern, both Roryn and Irrsta call a halt. Both had managed to spot a pit-trap right at the entrance to the cavern. Forwarned, our heroes navigate around this obstacle.


(SEE COMBAT A)

ROUND 1
Irrstra loads her crossbow
Roryn no action
Rath no action
Kobolds roll down barrel and giggle
Clint moves away from barrel and readies bow
Leeloo moves
Lady A no action

ROUND 2
Irrstra move and misses with her crossbow
Roryn moves and misses with his sling
Rath move and misses with his arrow
Kobolds barrel explodes, miss Irrstra, hit Irrstra
Clint bad back, moves only
Leeloo double move
Lady A casts sleep with wand on all 3 kobolds, moves

ROUND 3
Irrstra climbs up, double move
Roryn double move
Rath rages, climbs, double move
Kobolds , ray of frost hits Rath, spear hit Rath, missed irrstra
Clint double move
Leeloo double move
Lady A sings to inspire courage

ROUND 4
Irrstra hits a kobold with dagger
Roryn try to climb, fails, falls, at 0 hp
Rath miss with his greatsword
Kobolds miss Rath, miss Irrstra, Irrstra made a save
Clint climbs up wall
Leeloo double move, family protection domain ability activated
Lady A sings to inspire courage

ROUND 5
Irrstra hits with dagger, kills kobold
Roryn drops casks
Rath miss withs his greatsword.
Kobolds miss irrstra, hit Rath with spear, illusionary sound
Clint grab and chuck kobold, killed
Leeloo stays where she is
Lady A sings to inspire courage and moves

ROUND 6
Irrstra hits and kills kobold
Roryn climbs up
Rath hits with greatsword and kills kobold
Kobolds miss irrstra, miss irrstra, miss Rath, casting spell
Clint hit and kills kobold, cleaves and hits and kills another kobold
Leeloo climbs up
Lady A sings to inspire courage and moves

ROUND 7
Irrstra hits a kobold and kills it, changing?
Roryn moves
Rath hit and kills the kobold caster
Kobolds hit irrstra
Clint misses
Leeloo heal check on irrstra
Lady A climbs

ROUND 8
Irrstra changing forms
Roryn smites, hit and kills kobold
Rath possible critical, irrstra uncouncious
Kobolds no longer there
Clint moves down tunnel
Leeloo heals Roryn
Lady A searches finds violet garnet, potion and staff


Movement above in the tunnel. Explosive barrel rolling down towards us from upper cavern exit. Roryn is diseased, deaf and fatigued. Everyone scatters but him. Roryn is caught in the blast, twists, protects the casks of alchemist's fire on his back.

Clint's back goes out.

Eversong uses her wand to put 3 kobolds to sleep.

Cavern exit is 10 feet wide and 20 feet high.

Roryn slipped climbing, hit his noggin and ...

Rath rages

Clint grabs sleeping kobold , hurls it over the ledge and it crashes down next to a staggered Roryn

Irrsta got stabbed by a kobold, and transforms into a spider. Clint says sarcastically, "I am really good at picking partners" while looking at the spider in disgust.

at the end of the hallway exit, the passageway turns around a corner and goes for another 20 feet before opening up into another room, 40 feet by 60 feet.

Lady A and Rath use kobold corpses to probe the hallway. Leeloo is appalled at their lack of respect for the dead.

Enter from South wall into 40 ft x 60 ft room, east of room is another passageway (DM notes?)

Find bags of silver worth 500 gp total

rath fumbles

First watch attacked by 4 zombies and a Cleric of Grummsh

rath slay one, clint slay one

Leeloo throws up witnessing the horrible violence around here

loot the cleric's corpse

find some baby kobolds hiding under a cloak

-The Glyph Cavern

A single, jagged pillar of rock lined with glowing blue-green moss emerges from the depths of the pool within the center of this cavern. Water courses down its side from a font near its tip, cascading into the pool below. The pool feeds a wide stream that flows rapidly along the length of the room and then under the rock wall at the southern end of the cave. Several glyphs are carved deep into the stone face of the pillar, their outlines just visible beneath the light of the moss. An eerie sense of discomfort pervades this place.

ASIDE

The glyphs are an entreaty by Jakk Tornclaw to Gruumsh to smite down the enemies of his clan (that had been killed).

heading down east tunnel, moist tunnel air, new cavern (DM NOTES), under water source glyphs, plea to gruumsh to strike down enemies. Jall of Tornclaw Clan of Orcs slaughtered revenge act by sole survivor Jakk

Return to halfling village, Ewok feast.


2 days and 2 nights of travel, salty smell of ocean "Velure (DM NOTES), Hin patrols

-Arrival at Beluir

The salty smell of the ocean greets you as you draw closer to the stone walls of Beluir. As you approached the capital of Luiren, you had met with several patrols of halflings (or hins) scouting the area and maintaining the peace. Once past the gates, the city itself seems to be a hodgepodge of houses, businesses, and other buildings. There seems to have been no planning involved – it almost seems as if the city’s builders had stopped randomly to construct buildings with no rhyme or reason. The city is full of energy; hins chatter as they stroll, shop, or conduct their business. Whenever it appears someone needs help, whether it is lifting a heavy load or changing a diaper, a hin will drop whatever he or she is doing and lend whatever aid they can. All in all, the city seems a friendly, lively place.

A large, central building draws your attention. The high temple to Yondalla is a breathtaking sight. Its architecture is dedicated to accentuate Yondalla’s glory and devotion to her people. As the caravan pulls into the main pavilion in front of the temple, several guards step forward to intercept the wagons. “Halt,” a fierce-looking hin addresses the lead driver. “What is your business at this holy place?” Avan Astra steps forward. “We carry supplies ordered by the Devout Voice of Yondalla, Faran Ferromar, from the merchant families of Delzimmer.” Producing several sheets, the head guard examines the paper work.

"This seems in order." Motioning the caravan to move forward, the guard continues. “Please head towards the eastern side of the temple. You can unload your wares at the doors you will find there and you will receive your payment.” Bowing to Avan Astra, the guard signalled to the other hin to return to their posts. You bring the carts over to the indicated doors and unload the carts quickly.

"Your task is done." Pulling out a sack, Avan Astra hands it over to the players. “You have done well. With your help, we have succeeded in delivering the goods to Beluir and eliminated some of the vermin that plague the area. The heads of the trading families will hear of your hard work.” Tapping his neck, he reminds you of the metal collars still fastened around your necks. “But remember your places. When you are needed again, you will be summoned. Do not delay.” Turning his back on the players, the merchant signals the caravan to head to a nearby inn.

Evan Estra, takes out sack with payment 1,800 gp.

Loot shared and distributed


Leeloo is out wandering the market when she spies a silver morningstar. My oh my, she thinks, Roryn said he was looking for just such an item. She should tell him that it's here. Just in case his own search has proved fruitless, but she decides to keep silent. This is a tool of war and she cannot bring herself to aid another in inflicting violence upon others. Roryn will have to make do with what he has.


The next day

As you sit down to breakfast, a youth enters the inn, breathless. He wears the Harlhaun colours: sea green with a badge displaying the Harlhaun honour sword. He spots you quickly and walks over.

"I have a message for you from the Harlhaun family. As you may or may not know, we develop and sell various herbal and alchemical products. There is a wizard who lives in Beluir who deals in rare and exotic ingredients used in preparing various potions. Her name is Andolyn. We have dealt with her before and require you to pick up our latest commission from her and return it to the caravan. It has already been paid for. All you need to do is present the Harlhaun badge to Andolyn, and she will provide you with the materials we have commissioned. Return to this inn with the package, and you will be rewarded.” The courier stood up and nodded. “Andolyn lives in a small cottage just outside the eastern city wall. It is the only cottage in the area and you cannot miss it.” Trotting out of the inn, he went back to his handlers.


-Arcanist's Cottage

The Entryway

This cozy room has a large sofa and an overstuffed chair facing a fireplace in one corner. A small reading table sits next to a window. A book lies open on the table. Archways open into a dining room on one side and a hall on the other.

The Dining Area

This fine dining room has a table set for two (though it could hold up to four). A large picture window provides a view of the trees outside. Archways lead to the sitting room and the kitchen.

The Kitchen

This well-appointed kitchen looks like a disaster area. Pots and pans are strewn about, broken crockery lies scattered on the floor, and ingredients of all kinds are spattered on the walls. A door has a chair propped in front of it holding it closed. The air in this room is warmer than elsewhere in the cottage.

The Basement

This basement room looks like it was used as a pantry, though every shelf and container here has been smashed to bits. Standing in the center of the room is a six-foot-tall creature that seems to be made entirely of pastry. A few reddish smears mar its well-baked crust.


ROUND 1
Clint takes no action, still at top of stairs
Irrstra tumbles past Pillsbury Dough Boy
Pillsbury Dough Boy takes a 5 foot step towards Irristra and misses, but also burps and nauseates Irristra.
Roryn moves and jumps into basement and fails skill check and moves
Lady A cast inspiration boost and sing inspire courage and moves
Leeloo moves to Clint and casts Shield of Faith on Clint.
Rath move and attacks with club and hits Pillsbury Doughboy.

ROUND 2
Clint moves and attacks with mace, and misses.
Irrstra takes a 5 foot step away from the creature.
Pillsbury doughboy misses with one attack, but hits Irrstra with fist, and causes her to begin to change into her monstrous spider-form.
Roryn hits the creature with his warhammer
Lady A continues to sing and move
Leeloo moves and stays behind Rath
Rath moves and attacks the creature with club and hits.

ROUND 3
Clint does a knowledge arcana check, moves and attacks with mace but fumbles and hits himself.
Irrsta changing into her spider-form
Pillsbury misses with both his fists
Roryn swings a mighty blow with his warhammer and kills the creature.
Lady A does a knowledge arcana check
Leeloo heals Irrstra with flashing lights appearing around head
Rath begins to search the pantry.


-Dreams (clerics and paladins received this each night up until the party met the burnt-out caravan)

You feel very cold. Somehow you know you are underground, but you don’t know where. The place feels ancient and it was once silent, but not anymore. You are surrounded by impenetrable darkness, yet you know you are not alone. Feet shuffle around you and groaning voices echo, but you can’t see their source. You want to shout out a challenge, but the words catch in your throat. Light flares and you are temporarily blinded. As your eyes adjust, you see that you are surrounded by a nimbus of light. The mysterious light casts a faint glow into the darkness, but what you see chills you to the bone. Several humanoid creatures shuffle around you, moving with a purpose, though you can’t guess what it may be. Their bodies are half-decayed, their flesh worm-eaten and their clothes in tatters. As one, they turn towards you, seemingly becoming aware of your presence. Their eyes are vacant, but glow with an evil light. Their stench gags you; as you try to clear your lungs of the smell of death, they close upon you. Claws and teeth tear into you - and you awaken.

-Burnt-out caravan

You see plumes of smoke ahead. As you draw nearer to the source, you see the aftermath of a fierce battle. Three wagons are on their sides, two of them burning. Halfling bodies are strewn everywhere, their bodies torn and bloodied. As you examine the wreckage, you hear a groan beneath one of the burning wagons. Beneath the burnt out end of the wagon, you see a hin survivor. Pulling him out, you are amazed he yet lives. But, with a single glance, you know he is not long for this world. The right side of his face is burned away, a fringe of gray hair borders what remains. From the shoulder to the knee, his right side is a mass of charred flesh, crimson showing through the black. There are no fingers on the twisted stick that had once been his right arm. The horribly burned hin’s remaining eye flickers weakly open and swivels toward you - you shudder at the madness in it.

"We sought it, the Jade Chalice. North - into the mountains. We found - ruins of Talon Pass. We were - going to - . We didn’t - know. The colours - of it. Beautiful. Beautiful - like death. Scales - turned - our arrows - like straws! Spears wouldn’t - . We - fled. Had to. They - followed. Took Eldran. Took - Baskara. Thought - I was - dead. Fooled them." The hin gives a rasping bark. You realize with a shiver that it is meant to be laughter. "The Jade Chalice - so pretty." Convulsions wrack the hin’s body and, just as suddenly, stop.

-As you approach Shoun

A gentle breeze carries a salty fragrance, telling you that you are close to Shoun. As you crest a hill, you see below you a small city, surrounded by a long wall, sitting on the coast. Many docks line the shore, highlighting Shoun’s principal purpose as a port city. Ships, both big and small can be seen. The larger ships, obviously traders, are outnumbered by the smaller, local ships used for fishing and pleasure cruising. As you approach Shoun, the hin seem to be in a hurry to get wherever they need to go. Guards at the main gate eye you suspiciously, but let you enter when you show your trader’s emblems. The people of the city seem to be on edge, but for no apparent reason.

-Meeting with Mastertrader Aumble within Shoun

"What do you mean you can’t provide the cargo?" The hin facing Avan Astra, though dismayed by Avan’s tone, stands his ground. Taking deep breaths to calm himself, Avan continued. "Mastertrader Aumble, you have a contract with the trading families of Delzimmer. We have an agreement, an agreement that has been upheld on our end."

"We cannot provide that which we don’t have. For the past week, we have been stricken by a mysterious drought. Magical in nature, it do be, but our mystics haven’t been able to trace its origins." Pointing out to the town, Roberc Aumble tries to explain. "I understand your anger and frustration, but all of our energy and effort has been directed towards providing for the people so that they don’t die from thirst or disease. Even now, there is near panic in the streets. We cannot hope to deal with this problem and provide the goods that you have requested. Until the drought is abated, you cannot have your goods."

Avan Astra swears to himself. He is not unsympathetic to the hin’s plight, but he feels it is not his problem and merely wishes to complete his task. "If the drought is abated, we get our cargo?" At Aumble’s nod, Avan continues. "Then we will end this problem for you. We are not tied up trying to help the population of Shoun survive. We will hunt down the cause of this blight and deal with it."

Turning to the heroes, he addresses them. "When I found you rotting in prison, you swore to serve the Great Trading Houses of Delzimmer. You have served well enough, honourably, though we may not have always seen eye to eye. One more service is required, and then I set you free of your oath. An unknown threat holds these people under its knife. Seek out this enemy. Use your uncanny talents to ferret it out wherever it hides or runs. Where that trail will lead you, I know not. But find it! And when you find it, remove it as a threat." The last is said in a whisper.

-Militia barracks in Shoun

A diminutive hin (even by hin standards) shouts orders at groups of militia. The hin scurry to accomplish their tasks and avoid the wrath of their commanding officer. Captain Amalric Bramblefoot turns towards you, his angry expression fading to one of sheer fatigue. Speaking in a more diplomatic tone, he addresses you.

"Have Yondalla’s priests sent you my way to deal with a problem?" Shaking his head, he mutters, "Yondalla be praised, but I can’t take much more of this." Raising his voice, he continues. "How may I be of service to you?"

“Finally, some good news! I don’t have much in terms of information, but I can at least point you in the right direction. Several of the streams and lakes have been drained until they are nothing but muddy banks.” Pulling out a map, he points to an area north of Shoun. “This is where the last lake dried up. Two others have also dried up in that area. This might be the best place to start your search.” Passing the map to the heroes, he continues. “I have only been able to send out runners, children barely old enough to run on their own, to check which areas have been the worst hit. I haven’t the numbers to send experienced scouts to check the area yet, not until the panic in town dies down. If you could find any information on what is happening, that would be much critical.”

-Meeting Nerius Bootlum in Shoun

The signs indicate that Nerius Bootlum, proprietor of The Jewel of the South, wants a band of vicious humanoid bandits destroyed. As you pass a pair of hin guards at the shop’s entrance, you are caught off guard for two reasons: you are amazed at the display of precious and semi-precious gems and the jewelry housed within glass cases, and the shop had been built to accommodate people larger than hin – there is no need for you to stoop to enter or walk around. Another pair of guards stands at the corners of the shop in a discrete manner, but they are prepared to pounce at any signs of trouble. A young woman approaches you. “My name is Aloniira Bootlum. How may I help you?” she asks.

“You must speak to my father.” Glancing over her shoulder at a closed door at the back of the shop, she looks on the verge of tears. “Please, follow me.” Knocking gently on the door, she calls out, “Father, some people are here to see you about the bandits.” Dropping her voice to a whisper, she pleads with the heroes, “Please don’t judge him on his appearances. This drought has caused him great harm and he is not fully himself.”

As she finishes, the door slowly swings open. A haggard-looking hin, his eyes sunken in and his skin hanging from his frame, glares at the group of strangers. “State your business.” His voice is raspy, his tone harsh.

“Father!” Aloniira seems embarrassed. “Where are your manners?” Turning to the party, she introduces her father. “This is my father, Nerius Bootlum. He seeks the end of a group of bugbears and other creatures that have been terrorizing the region.”

A mix of emotions crosses Nerius’ face. His expression jumps from naked hatred to a look of deep guilt and back again. “Vile creatures. Destroy them for me, return to me a small item, and I will pay you handsomely. Understand?”

“The leader of the band is a bugbear named Relgore Himtooth. He is an ugly piece of work, his face badly scarred by all the backstabbing he did to claim leadership of his band of bandits. He robbed me before and left me for dead.” Nerius’ eyes turn steely. “Yes, he left me for dead. But I was stronger than he thought. I crawled in my own blood for half a day before I was rescued. Relgore’s band stole a pouch full of precious gems; I don’t care about them. Relgore also stole a magical sponge from me. It is capable of absorbing large amounts of fluid, and then…. destroys it. That is the item I want returned.” A haunted look crosses Nerius’ face. “I will pay you 2500 gp for Relgore’s head and the sponge. I value discretion. Do not share this information with anyone, not even my daughter, or there will be consequences.” Taking a breath to calm himself, Nerius quickly finishes. “Bring me Relgore’s head and the sponge, and if you keep your mouths shut you can keep any gems you may find along the way.”


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