West Marches: Westmoor

The Rules of Adventuring
In which the DM tries to speed up certain things during sessions

Hello, West Marchers. I have a few meta-level things to talk about here quick, and then it’s back to your regularly un-scheduled Adventure Logs.

Firstly, I’d like to remind everyone that there is a minimum player requirement for a session: 3 players plus DM. For my own sanity’s sake, I can’t be running around asking people who’s going to be there, so we need to meet our minimum by noon of the day before the game. Considering that I live 40 minutes away from the office now, I think it’s pretty generous for one person to keep plans flexible that close to the game night. Make sure you RSVP, even if the answer is ‘No’. Thank you.

Also, I’ve been reviewing the anatomy of our play time recently. I think we’ve become pretty experienced with getting our Downtime activities out of the way and launching into the game. However, we still have limited game time, and the pace of our adventures has led me to believe that maybe our group will do better to cut out most of the pre-adventure stuff and get right to the meat of it. To that end, I’m going to implement a new Beta Test Rule that before a game is considered official, the players have to choose a focus for their expedition. The deadline of noon on the prior day is still in effect. Not only does that let us speed up the start of the session, but it also lets me prep more effectively for what you are interested in.

I’ll send out an email to this week’s group to make sure everyone knows about the changes, but I’d appreciate everyone passing around this bit of new information. Thanks, everyone, and happy adventuring!

View
Exploring Nalukkhaz
The First expedition into the lost city of Nalukkhaz

Lars Omvalgard, Armen Hammerman, Carlos, Selta Pelko, Throkgar, Sid Maxwell, and Urist McDwarf gathered together to explore Nalukkhaz. The group wasted no time and headed straight for the lost city. When entering the dwarf camp that surrounded the Entrance Tower Dwaren greets them. He shares with them that they have been attacked the last few nights by unseen creatures. The adventures question the patrols and any witness to see what they can find out, but there is not much information besides some blood splattered on the rocks. The group splits up to setup a watch for the night. Sid, Urist and Throkgar set up a watch inside the tower to watch for any creatures coming from within the city’s depths. While Lars, Armen, and Selta setup a watch at the perimeter of camp. Carlos took a nap. In the middle of the night a light appeared in the sky. It looked like a giant comet and it drew everyone’s attention. Throkgar was currently on watch in the tower, but while his attention was on the comet shadowing forms tried to sneak up and attack him. His monk reflexes saved him from taking any damage from the 4 WereDingos and he let out a call of alarm. The group of adventures rushed to the tower to join the battle. In the middle of the battle as the adventures were getting the upper hand suddenly three more shadowy shapes flew out of the dark hole in the middle of the tower. These shadows circled above and attacked while the group was focused on the WereDingos. But even with the additional enemies the adventures were killing off the WereDingos. One of the shadowy flying creatures descended just above the hole to reveal itself as a Harpie. It sang a haunting song that ensnared Throkgar and Urist. While they were entranced they blindly walked towards the hole. Right before Urist stepped out into the void he shook himself free of the song, Throkgar was not so lucky. Throkgar shook free just moments after he stepped over the ledge but even his reflexes could not save him. As he fell into the dark bottomless hole Selta ran forward and used a Feather Fall on Throkgar, who slowed but still disappeared into the dark.
The remaining adventures finished off one more WereDingo before the last two ran down back into the Nalukkhaz. When there was finally time to think Armen and Carlos started trying to figure if they could jump down to save Throkgar. They came up with the brilliant plan to jump and fall for a while then have Carlos cast Feather Fall on them right before they hit the ground. When they were asked how they were going to see the ground in the pitch black hole and what they were going to do once they landed, they promptly dismissed the questions. The group decided to take a short rest while they argued about what to do.
In the hole Throkgar fell in the blackness with nothing but the fading circle above him. Suddenly he landed on stairs that winded down the side of the large hole. Getting a feel for where he was he stealth-ed his way back up the stairs. He came upon a landing with a door way that lead into a long hallway. He looked but decided to continue up to try and find his group. After a while longer of traveling he came upon a second landing with another doorway. This time a smell of roasted meat was drifting from the doorway. But looking up at the light of the hole above he could tell he was getting close to the top and again he decided to continue on.
On the top the group was still arguing about what to do, Armen and Carlos wanted to jump and try to save Throkgar while the rest of the group thought that was a good way to kill yourself. This issue was resolved when Throkgar came walking up the stairs and greeted the group as if nothing had happened. He reported what he had seen so far. Dwaren offered to hire them on as a expedition to clear out the city and the group decided that they would investigate the first level of the city. When they all got down to the first landing the smell of roasted meet was everywhere. They formed up and advanced carefully through the doorway. There was a smoldering fire in the middle of the room and a few random covered piles along the walls of the room. When the group investigated the piles they discovered, to their horror, that these were the remains of the dwarfs that had disappeared from above and it looked like they had been cooked and eaten. The group continued on through the first level. Being mindful of traps they caught themselves before they before they triggered an alarm trap and they were able to sneak up and a sentry while it slept and killed it with ease. The sound from killing the sentry warned the rest of the enemies and sounds of running could be heard farther unto the dungeon. Lars and Carlos, worried about being attacked from behind, headed back to the landing but as they stepped out arrows just barely missed them. The rest of the group continued deeper into the first level running into two more WereDingo archers that were shooting at Lars and Carlos from balconies. After these two were dispatched Lars and Carlos decided to start making their way to the second level while the rest of the group cleared out the first level. In the very farthest reaches of the first level the remaining group members came upon 3 more normal WereDingos and one Elite WereDingo. Sid and Throkgar rushed forward to fight all 4 at the same time while the rest of the group lined up to take shots at them. Sid easly avoid attacks from all 4 of the WereDingos and the group quickly killed off the first 3. With his minons killed off the Elite WereDingo backed up, but this just allowed the group to surround him and pummel him to death. Moments after killing all the WereDingos the group heard screaming, running and the flapping of wings from back on the landing. The rushed back to find Lars and Carlos fleeing back up the stairs to try and get away from a swarm of harpies. The rest of the group followed suit. The group reported back to Dwaren that the first level had been cleared and rushed back to the safety of town.

View
Entry to Nalukkhaz
Tracking the Dwarves

A new soul joins the adventurers, Lanny, a writer trained in the orative arts, has been hired by Garret to write a biography, telling of all of Garret’s accomplishments.

Garret Falstad, Sid Maxwell, Lothric, Lanny, and Throkgar, find Dwarren, leader of the band of dwarves that recently rolled into town, preparing to head out. They try to glean as much information from him as possible, but end up with nothing, save the idea that the dwarven caravan going on some expedition with plenty of manpower. Few shopkeepers know anything, but one speaks of the dwarven city Nalukkhaz, a place lost long ago in the war.

The party sets down the road, following the dwarven caravan, but at one point, the caravan comes to full stop as they regroup. The party keeps advancing, not wanting to seem suspicious, moving a ways down the road that the caravan was on, deciding to wait further down the road for the caravan to catch up to their progress. Sid and Throkgar decide to go see Burt, a man with experience in training wild beasts, hoping to inquire about purchasing animal companions. But Burt’s farm has been damaged, and a wall is being built around it. Burt tells them of the were-dingoes that attacked his farm, and stole his infant grandson away from him. Sid and Throkgar show concern for his plight, but there are no clear leads to follow. With nothing to go on, they move on to the topic of animal training. Throkgar provides payment for a pet rat, while Sid inquires about horses for Garret.

Their business concluded, they return to Garret, Lothric, and Lanny, who had been watching the road for the caravan, but it still hadn’t passed them on the road. The group back tracks to where the caravan had stopped earlier, only to find that the caravan is no longer there either. They find a farmer, Gary, to ask about the caravan’s whereabouts. Lothric does the farmer’s work while Garret slips him a bit of monetary incentive for the information. Gary reports that there’s a side road leading to Baywick that he saw the caravan take, but they won’t be able to make it before nightfall. Garret gets the farmer to allow the group to stay at Gary’s house for the night, slipping him a few more gold coins for the use of Gary’s bed. Throkgar decides to head back to Burt’s farm and aid the laborers in building the wall to defend themselves form the weredingoes, while Garret and Sid take a meal prepared by Gary. The ghastly odor, and poor taste nearly makes Garret sick, but he manages to stomache it. Sid, having been an army man, has no issue with the cuisine. Throkgar was fed along with the workers and slept in their barracks that night, evangelizing them to the ways of Gruumsh. Three workers heed his words and decide to become worshippers of Gruumsh themselves.

In the morning, our group meets up again and heads towards Baywick, sending Throkgar ahead as a scout. When Throkgar reaches a forest, he decides it would be better to retrieve the group than enter alone. Returning to the pack, they soon spot a humanoid creature in between some crags. They give pursuit to the humanoid over rough terrain, never losing their footing. They end up reaching a flat area, having lost sight of the creature, where they spot an odd tower. A strong arm reaches out to grasp sid and pull him back into a crevice, with the rest of the party following suit.

“You can’t go out there! You’ll get yourselves killed!” Dwarren explains. The party finds Dwarren and a group of dwarves hiding in the caves, who explain that their caravan was attacked by harpies, who took off with their dwarven brothers and sisters. The tower is a lost entrance to the great city of Nalukkhaz, but the harpies aren’t allowing anyone near. Garret delivers an inspiring speech to the dwarves while Lanny looks on, taking note of everything. When our party and the dwarves are about to rush onto the battlefield, Sid uses his magic key to create an illusion of some dwarves with crossbows to try and draw the harpies’ fire. It works and the dwarves let loose volley after volley of arrows as the party is confronted by six of the harpies. The heroes take down the harpies one by one, through Sid’s blade, Trhokgar’s staff and fists, and Garret’s axe while Garret also provides healing. The fight is aided greatly by the constant presence of dwarved arrows.

After the battle is won and the group has made their way under the dome of the temple, Dwarren extends his thanks, stating that the group is a friend to the Reclaimers and will be welcome any time, bestowing upon them some of the tower’s treasures. These treasures include the Shield of Competence which once a day makes the wielder more skillful, a javelin which transforms into a bolt of a lightning, and a fan which can summon mighty gusts of wind. Sid takes a liking to his new shield, while Garret, standing with his new javelin posed heroically by his side, explains to Lanny how today’s victory would have been impossible without Garret’s combat prowess, and Throkgar praises Gruumsh for his new fan.

View
Testing the Waters
The Amber Heath Temple

Garrett Falstad, Sid Maxwell, and the newly introduced Throkgar ventured to Amber Heath, original home of Westmoor’s intrepid alchemist Elion. The town was barren and in shambles. All of the cottages had their doors either completely destroyed or barely hanging by their hinges, save one.

This lone house had the door barred from entry, with piles of furniture bracing it. The adventurers climbed in through a side window, which had suspiciously already been broken inwards, as if they were not the first to enter the abode in this manner. Once inside nothing of much value was found, until Sid Maxwell discovered a trap door with a clever locking mechanism beneath a ruined bed.

Garrett Falstad and Sid Maxwell, through sheer genius, solved the lock’s puzzle and opened the trapdoor, which led to a naturally formed cave. The party ventured forth until reaching what seemed like a window, overlooking a pool of water that likely fed Amber Heath’s well.

Throkgar bravely tied a rope off and climbed through the window to see if he could see anything from outside of it. He discovered the entrance to a temple, buried under the rock. After a few strong swings he was able to land on a balcony connected to the temple and secure the rope to it. The other adventurers followed, climbing down the rope.

During Garrett Falstad’s descent the door to the balcony burst open and short, green, Ewoks shambled out, attacking Throkgar. The party valiantly fought them off, discovering in the process that these creatures were driven by some form of extra-planar entities. Garrett Falstad unwittingly discovered that two statues, surrounding the balcony, reacted to the infernal tongue. He made a brief exchange with them, causing them to glow brightly.

After the fight, Sid Maxwell carefully approached the doors, narrowly noticing and avoiding what seemed to be a trap laid on the ground. Through the doors the party found lavish furniture decorating a room, along with some antiquated interrogation devices, and a fancy new mask for everyone’s favorite friend; Lothric Ataar.

At this point the party decided to leave the rest of the exploration for another day. Garrett Falstad led the climb back up the rope but tragically slipped, plummeting into the water below. Luckily his amulet of adaptation allowed him to breath freely under the water, however, a number of entities were swiftly closing in on him. Lothric Ataar courageously jumped into the water to his rescue and the two were able to escape the depths before whatever was rushing towards them could reach them. The two climbed back to the balcony and the party, taking extra precautions this time, ascended the rope and made their way home.

View
Defeating the Ice Dragon
Kill that Sneaky Dragon

Sid Maxwell, Garrett Falstad, Carlos, Lars Omvalgard, and Dwight attempted again to climb the Sentinel to Castle Jorday to kill the ice dragon and save Westmoore from eternal winter. Before the adventures left they heard rumor that merchants were being attacked to somewhere to the west. The travel to the Sentinel went quickly and without issue since the adventures had mad the journey two times before this. This time they decided to go up the old trade road and approach the castle from the front. This ended up being a costly decision…
Half way up the mountain they came upon a old rune of a bridge. They set up their climbing gear in order to safely make it across but the second person to cross, Sid, tripped a trap which caused the whole bridge to start to collapse. In moments the rest of the adventures leaped, ran and teleported across the bridge. AT the same time two figures shot arrows at them from a distance before disappearing into the woods heading up the mountain. The group continued up the old road before finding a spot to camp before the final leg of the journey. While they adventures slept, the dragon approached from above and hit them with a frost blast that instantly killed Dwight. The rest of the adventures scattered but moments later the dragon was gone.
The next day the adventures approached the castle. Strangely the outer doors opened for the adventures who foolishly walked into a drop. The inner doors stayed locked while unseen enemies fired arrows and dropped giant fires on them. But through perseverance and luck the group was able to force their way through the locked door. Moments later they heard a large crashing noise and saw a glimpsed of the dragon running into another room. When the adventures finally made it into the room the scene was not what they expected. There was a naked lady sitting on a pile of rubble and it looked like she was being attacked by two figures. The adventures jumped into action and attacked the figures. Sid leaped between them and the lady and killed both of the figures. But, again this was a trap. The lady instantly changed into the dragon and hit Sid with a frost blast. Sid, unfazed by the blast attached the dragon scaring it into retreating. It ran for a whole in the wall as the rest of the party shot arrows at it. Take a few hits it leaped through the hole and started to fly away. In a last ditch effort Lars, in a rage, tried to kill the dragon with a bow shot, but sadly missed. As the dragon gained height Sid stepped up, pulled out his crossbow, sighted his target and with deftness of an experienced warrior drove the bolt into the back of the dragons head. The dragon went limp and fell down the side of the mountain. Victory was theirs.

View
Climbing the Sentinel

Sid, Carlos, Lars, Garrett and Lothric are enjoying a tankard of ale as a new comer makes his way into the Stag’s Head. Seeing that this new fellow looks to be of the adventuring type, the group invites the man, Dwight, to join them on their next journey. He shares stories about the land similar to what they’ve been hearing around town. Dwight tells about his trek into Westmoor guarding a caravan and how the unseasonal cold and uncharacteristic earthquakes are spreading throughout the land. Stirred by shaking tremors and the gnawing cold, the group decides to investigate the cause of this growing issue.

They go to the Wizards Library to see if the wizards can give any insight to what is going on. Working around the clock testing every magical possibility, the wizards cannot provide any insight into the cause of the cold. They do share with the group that the cold seems to be coming from the mountain south of town, the Sentinel. Sitting atop the mountain is Castle Jordeay. An old Elvin fort from the Great War, it’s rumored to carry Elvin treasures and other riches. At night they have seen things flying around from the fort but no one knows what is up there. Thinking about the bountiful rewards, the group decided to risk climbing the mountain heads off toward the Sentinel.

To avoid being seen the group decides takes a path around the back of the mountain instead of the main path. While it is a much longer trek, they think that maintaining the element of surprise is worth the trouble. As they start to make it up the base of the mountain the sun begins to set and they look for a place to set up camp for the night along a stream at the bottom of a small waterfall with weird colorful properties. Unsure of the magical looking water, the group climbs up to the flat area to make camp but they find an odd looking area. The area appears to be unnaturally flat and is surround by stones in a weird pattern. In the center lies a large flat crystallized rock is the middle with the stream running near it. Upon closer inspection, the group fines that the rock is crack almost perfectly in half and the stream flows straight through it. Garrett takes the opportunity to break off a piece of the valuable looking crystal rock and the whole group ends up taking some. Sid finds that the water has magical properties and the whole group dips some of their weapons in the water giving them some unknown properties.

They continue up the mountain and when night falls so they decide to look for some shelter to make camp. Garrett finds a cave that leads up into the mountains. As the group ascends up the stairs they pass by some skeletons covered in red dust… they aren’t sure what the cause is and they continue up the cave with caution. They spot a granite door in the wall and sick of endless stairs, Garrett mauls right through the door into a room full of sarcophagus. They appear to be left over from the Great War. Looking for loot, Garrett opens one and two black beings rise up out of the coffins. The group quickly takes them up but while they were fighting, a strange insect stuck up behind Carlos and brushed strange brush like arms on his armor. The armor suddenly turned into a pile of rust! The group attacks the bug but everything metal seems to rust on contact with the bug. Before they can kill it, it takes off down the hall from them and they decide not to pursue it. Garrett and Lothric gather up as many tapestries they can carry and head back to town leaving Sid, Lars, Carlos and Dwight to keep moving up the stairs.

As they keep heading up, Carlos releases an owl from his fuzzy bag of tricks. The owl flies ahead but gets caught in so strange slime that reached down from the ceiling! Carlos throws another fuzzy ball and a giant Bull appears. It charges through the goop but the slime drops down from the ceiling coating the bull. The group tries to attack the slime but the bull keeps moving trying to get it off. Lars sends an arrow along the side of the bull and the slime falls to the ground. The slime tries to reach out and grab the group but they manage to kill it before it can grab a hold of anyone else. As the group finally rounds the top of the stairs, they can see light coming out of 3 massive claw marks on some doors up ahead. They find that the scratches may be from a dragon so the group quickly backs out of the cave, silently sneaking past the rust bug. Knowing there may be a dragon ahead, they decide to head back to town to gather a larger party and prepare for the battle ahead.

View
Gangs of Westmoor

Dastard Dunncon enters the city of Westmoor after his Traveling show disbanded. While making his way through town, he can not help but to notice the un-easy and nervous feelings of the travelers in town.

Dastard finds his way to the Stag’s Head where he meets up with Lars Omvalgard and Armen Hammerman. After chatting for a bit, the three decide to see if the can help out in dealing with the rise in crime. The meet up with the captain of the gaurds, Rog Loray and are able to find out most of the crime seems to be tired to the Thorns gang. Rog takes the trio down into the prison cell were there is one of the gang members locked up. The group attempt to get some more information about where the gang is located, without any success. Rog tips them that witnesses have seen the gang heading south west, but that is all the info they got.

Armen has a brilliant plan to catch the thieves! We set them up, but pretending to be a trade cart, and when they hit…we take them out. Armen buys a Cart, a large chest filled with “gold” actually rocks, and Edger…the best Donkey a man could ask for.

Loaded up the trio takes the road heading south in the steady rain. After 4 hard hours of travel in the mud without so much as a hint of a bandit, Lars spotted what looks like a path in the woods across a field. After inspecting it out, he is able to make out cart tracks going in the little opening, which opens up once inside. Having no luck on the road, the trio decides to try this path out. Singing loudly…and not very good, they are stopped by a hooded man in the road. Dastard attempts to convince them they are just lost, with there shipment of gold, but the stranger does not buy it, and sends an arrow right between his legs. Not wanting to get into anything, the trio turns the cart around and heads out. All seemed well until Armen taunts the man, and when he looked back he was gone.

Out of the trees they came, and surrounded the cart…Bandits! Surrounded the trio decides to flee. the Bandits close in, hitting Lars, and nearly killing Dastard. Lars is quick on his feet and casts a smoke cloud around the party. Dastard leaps on the cart, while Armen mushes Edger to Flee! Edger is scared stiff and doesn’t move and inch. Two thugs grab the chest, which Lars pushes on them trapping them beneath the rocks. Two other grab Dastard, while one grabs Lars. Arman is able to take out the bandit blocking the front of the cart, as Dastard was able to kick free of his foes, and in a RAGE knock the bandit holding Lars clear to next week with his mace. Lars now freed leaps over the cart into the trees and pulls of a quick shot with his bow, taking out another bandit. Arman, and Dastard and able to take out 2 more. Tables now turned, the remaining bandits flee back into the wood…except for one, still pinned under the chest. Fear of Death, the captured bandit spills the beans on the entire operation.

The captured bandit informs the trio that the Thorns main camp is located just down the path on Norton Lake. This is also the primary safe house of their leader Freda. There are 20 or so armed bandits at the camp, that has some traps set up. There are also a few other smaller safe houses in the area, but the prisoner didn’t know where they were. Aside from gold and goods, they have also been gather Elven treasures as well.

After spilling all of his beans, we crammed the prisoner in the chest and hauled him back to Westmoor and shared our findings with Rog Loray. The trio were rewarded for the capture of the gang member and were going to rest up before trying to take out the Thorns main base, reinforced with the city gaurds

View
Trees and Magic Mushrooms

Still determined to find the earl (and his full pockets), Carlos, Garret, Sid, and Armen made haste back to the bloodied body on a stump near the logging camp, noticing overgrowth and changing paths from their last visit. Evil magic vines attempted to stall their progress, but the group managed to escape after stabbing an innocent looking flower and shooting a hawk for no reason. Following the source of said evil, they discovered up above a magical pouch containing three furry brown balls which, when thrown, turned into a bear and a mastiff respectively. They kept the pouch and it’s remaining contents and the group trudged onward, stopping at a clearing in which a forest witch had cocooned a member of the aforementioned logging camp in some kind of bondage ritual. I think she was turning him into an evil tree or something. It was pretty weird. Anyway, several enemies fell as she attempted to fight, charm, then finally flee from the group of mad swole heroes. She was rendered unconscious and was ultimately handed over to Azole(sp?) after Garret took her thorny crowny thing. Azole then revealed that ‘Brier of Thorns’ had been encroaching on her territory, taking advantage of the evil afoot. After she vanished mysteriously, the freed member of the logging camp said he had been their for at least a week. We moved forward, dude in tow, and stopped to take a long rest, ending their journey for the time being.

View
The Haunted Fae Forest

Sid, Carlos, Garret, and Armen set out to find the magnanimous Earl of Duke at his last known whereabouts: the logging camp in the forest to the south. The journey was largely uneventful, save for passing by the now magically terraformed tomb of Mr. T without incident, and they arrived at the logging camp by midday. It had been completely vacated. Our adventurers applied their incredible tracking abilities to the surrounding forest and soon found a freshly-hewn path to follow. The path was full of hostile tree shrub men, but they were quickly dispatched. The path opened on a clearing surrounding a large tree stump. In the center of the stump was a massive axe, and nearby lay a bloodied body. Investigations were conducted, but no meaningful conclusions were drawn. Incredible tracking abilities were again applied to the surrounding forest, and another path was discovered. This path lead to more hostile tree shrub men, this time with ranged spiny abilities, and a magical malevolent vortex. Luckily, conventional weaponry was able to hurt all of them, and the enemies were soon felled. In the chaos of battle, Armen cut his way through some shrubbery and discovered a giant egg. Armen took the egg and ran. After the encounter, the group headed back to the clearing with the large stump, and found themselves face-to-face with a powerful fae witch of the forest. She told a fantastical tale of an evil spirit released from the giant stump that was corrupting the surrounding forest. More importantly, her tale included the promise of a reward for aiding her in banishing the evil spirit. It was decided that her cause was honorable enough for our heroes to lend their aid. With that, they were magicked back to Westmoor to gather supplies and provisions for a future assault on the haunted wood.

View
The Impossible Castle
Holy S#$% We Didn't Die

Garrett, Grigg and Sid try again at rescuing Armen. This time they limited their distractions and head straight for the portal, but once on the other side they ran into a problem. When they tried to approach the Impossible Castle they could not make any noticeable change. They tried leaving arrows to see if they could tell distance better, but even though they could walk away from the arrows they still could not approach the castle. Garrett had the idea of trying to walk backwards towards and in a matter of seconds they were at the base of one of the pillars in the arch. Now they came upon their second problem, how to scale this impossible arch. Grigg, without hesitation ran straight at the arch and proceeded to run up the side as if gravity had flipped sideways. With some effort the rest of the team joined Grigg and they made their way to the castle. But before getting there they could reach it they stumbled upon two humanoid bears. The adventures restrained themselves and did not attach, and instead tried to communicate with these creatures. They found that these creatures knew elvish and they were able to convince them they were on their Master’s side. Speaking of their Master seemed to invoke some unpleasant reaction from the creatures and the bearfolk decided they would bring the adventures to their Master. On their way to the throne room the aventures witnessed other creatures, boarmen and ratmen, in different locations. In one instance a ratman was used as a sacrifice to open a set of large golden doors. Before entering the throne room the adventures noticed that all the creatures had a bare spot on the back of their necks that looked different than the creatures normal skin, but they could not figure out what it meant. As they entered the throne room Grigg stepped into the shadows to hide while Garrett and Sid were brought before the throne. At the throne two bearmen, twice the size and wearing radiant and terrifying armor stood guard while a group of boarmen stood at the back of the room. Then suddenly the two giant bearmen roared for everyone to kneel before the Master and a ghostly presence appeared on the throne. As the sorcerer king Thienerdhald integrated Sid and Garrett, Grigg was overcome by the urge to poke one of the boarmen’s bare spots while it knelt. The shock of being jabbed in the back of the neck sent the boarmen jumping forward screeching. Enraged Thienerdhald turned and with one movement obliterated the creature. Sid and Garrett stood stunned now starting to comprehend the situation they were in. Garrett’s silver tongue started working trying to convince Thienerdhald that we were on his side and that we had a plan to return him to the other plan. With luck Garrett was able to convince the sorcerer king and he sent them away for the night. While Garrett and Sid were escorted to their new rooms Grigg snuck off to do some investigating(read thieving). From room to room Grigg snuck look for expensive items to steal. In one room lined with cages he found an ancient book. In the middle of pocketing the book he heard a noise coming from one of the cages. Peeking into the cage he saw a small humanoid figure wrapped in a cloth. The creature roared that he would not be broken and they could do their worst. Grigg spoke with the creature until it revealed that he called himself Armen. Excitedly Grigg told Armen that he was here with Armen’s companions and they had come to rescue him. Grigg hurriedly unlocked the cage and helped Armen out of his binding cloth. But as Grigg stepped back from Armen he was shocked to see that Armen was no longer a simple dwarf, but by some magic has be transfigured into some half-dwarf half-badger creature. He was now Armen Badgerman.
Meanwhile Sid and Garrett were shown to their rooms. Before being locked into their rooms for the night Garrett tries his luck at sowing discord between the different races of creatures that Thienerdhald was using. But as the conversation went on he was shocked to find that these creatures had once, long ago, been elves. Garrett decided to take a chance and reveal that Sid and himself were in fact opposed to Thienerdhald and were here to rescue their companion. The two bearmen shared their names, Ithileal and Alaren, and reviled that they were not bearmen but bearwomen. Garrett and Sid asked for their help in rescuing their companion and offered to aid the elves once they rescued Armen. The bearelves escorted Sid and Garrett to the room that Armen was being held in only to stumble upon Grigg and Armen preparing to make their escape. For a while they discussed their options: flee to safety, try to fight their way to Thienerdhald or to continue to explore the castle. The bearevles impressed upon the adventures the strength of Thienerdhald and of those who are loyal to him. They had no chance of making it to Thienerdhald’s corpse to attempt to destroy it. They had to flee or risk dying in the Impossible Castle. Sid, feeling helpless and defeated by opponents much stronger than him, did the only thing he could think of to strike at Thienerdhald. He looked around until he saw some lab equipment and he grabbed as much as he could carry. At this point the alarm bells were sounded and the adventures knew they were in trouble. As quickly as they could they fled down the corridors to escape the castle. As the sounds of their pursuers grew louder Ithileal and Alaren offered to stay behind and give our adventures time to escape. Once out of the castle our adventures got separated by the weird rules of this plane. Sid laid down to rest in the holes created upon their first exploration of this plan. When he awoke he found himself in the inn under someone else’s bed. Sid confused this person to give him time to escape by claiming this was in fact his room and the other person was in the wrong. Grigg, Armen and Garrett ended up getting teleported into a bandit camp while everyone was asleep. On their way out of camp Grigg stepped into a tent to find a sleeping women and chest. He grabbed the chest and brought it back with them to the inn, which was a good decision since when they opened the chest it had an alarm spell on it which screemed that someone was steeling the chest.

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.