After the upper area is secured the party looks around and discovers a large storeroom stocked with all the necessities. Balhor is overjoyed at this and proclaims it can keep his fledgling Kingdom alive for months. Cory stocks up on oil and flasks to throw it with. It is probably safe to assume a meal was eaten by all. Continue reading
The party is split up but not underpowered. The group to the west manage to keep the pressure on the guards (who turn out to be Cave Troll handlers) but the portcullises get opened anyway. Two more Cave Trolls rush out and ignore the handlers while heading for the PCs crowding around the portcullis across the room. A few arrows and some swordplay later and the enemy are all dead. Continue reading
Just then the shrill sound of a whistle pierces the air and the deep voices of Dwarves can be heard yelling.
The party knows what this means something has arrived, either from up the mountain road or out of the gaping cavern in the mountain. As they rush out of the slave-masters’ house they see all the Dwarves looking south… the cavern it is then. Continue reading
The first guards were dispatched back to whatever fell fate awaits them in the underworld of Arepo. Taking stock of the situation the party still feels the ominous maw of the cave entrance like a sword hanging over them by a thread. Continue reading
The mighty adventurers awoke from their rest, aching from the roadside encounter resulting in the creation Ankheg feed — slain slavers. After distributing the newly acquired equipment among the party, the group gathered themselves and headed north toward the mine. Continue reading
So, what are they going to do about that clearing where Balhor has seen the slavers drop goat carcasses? Really, what could possibly go wrong?
A hunt ensues to try and find something to leave. But hunting takes more than an hour or two and the party gets impatient. As they are split up the main group gets attacked by slavers with bolas (weights attached with rope) and mancatchers (poles with neck loops and in this case sleep poison). This fight is long and gruelling and the party loses one of the dwarves (when Mod refuses to part with a healing potion). Continue reading
Party moves off from the slavers compound when the rest of the troops return.
The 17 civilians were sent off down the North road back to Naramf. They’ll be fine… They were slightly lied to in order to get them on their way. In theory they’ll meet up with Queen Isabella.
Meanwhile, the party is moving through the forest following Balhor on the way to the path to the Mithril Mine.
Dog sounds follow and sure enough catch up. The party sets a trap and Daemon puts the dogs to sleep. Battle ensues and some are pretty beat up but they all survive. Cory swung and got one in the head from a tree. Emmenthol took down most of the enemy … none escaped.
The party decides to re-enter the fortress they had just left, placing the recently released prisoners (both human and dwarf) in the sentry towers surrounding the fortress as look-outs, so the party can explore, find Gale whom they heard was within the fortress (with a new weapon) and to loot the place Continue reading
The party starts the session having just been training (a seven week ordeal reduced to a 30-second montage). Continue reading
Our fearless adventurers were running from a mirror… a mirror held in front of a troop of Stone Giant guards, so it seemed like a reasonable action. Continue reading