![]() |
| Syrendross Zov |
Rydin cautiously approached the cellar door being careful
not to make too much noise. The magus was soberly reminded of Denosia during
these type of tasks. The elf worked in silence. With Dolgrin aside him Rydin throws open the door. Beyond the opening awaited dark shapes and the now familiar scent
of troglodytes.
“To arms!” intoned Dolgrin as he led the attack against the
unsuspecting troglodytes.
“Make room up front.” Dramen said as he unleashed a spell just before
Rydin joined the fray.
As the other companions brought their own brand of warfare
upon the troglodytes, Syrendross was cautious not to expend too much magical energy, not before encountering the behirs. Around the drow swords sliced the night air and magic assaulted the troglodytes.
Standing next to Dramen, Syrendross extended a dark index finger that opened a planar
rift transporting his opponent to another where. This unintended and unexpected
result flooded Syrendross with intuition about a dragon heartstone.
As Dramen watched in awe, the drow learned that of course, there had to be a heartsone nearby. In Syrendross’ mind-eye he could see such a rich focus of magic, lure and enhance these troglodytes over generations into
the advanced creatures they now faced. Somehow he also knew the volcano
dwarves’ elemental font was also a heartstone which also meant there was one in
Bouvet Keep.
“Watch your feet!” Rydin said to Dolgrin. Now that the
cellar way had been cleared with the sudden transposition of one of the
troglodytes Dolgrin was eager to press the attack stepping on the elf’s dainty
feet in the process.
“Bhah haha!” The dwarf was indeed happy.
Our session begins as we
enter the treacherous Macron Mountains; climbing and traversing what was
becoming natural landscape away from the blasted volcanic low lands. It is
around this time when Dolgrin finds a newly unearthed path revealed after a
minor avalanche of rock. Dolgrin’s connection to Lapis becomes stronger as the
elemental eases our passage. Along the way we also see humanoids and beasts of
burden in the distance as well as flying humanoids unaffected by the rigorous
mountain winds.
We travel until midday to
rest; it is here when we begin to feel the high altitude effects. As we rest it
occurs to us (via Knowledge checks) that Behirs are snake-like magical beasts
with a dozen legs, can swallow-hole, can speak common, and has a lightening
breath-weapon. No events occur during the night- as a matter of fact we
sleep-in an hour.
We travel henceforth and
stumble upon a copse of trees that Kyras recognizes as druids work relatively
near a fifty-five foot rock wall to the east. In the darkness Syrendross could
see subtle movement along the sheer stone face. Kyras communes with nature in a
way as to speak with some shrubbery to learn that the shadow is a kind of
lizard-man upon a mount. We proceed cautiously but was eventually set upon by
four troglodytes lizard-riders.
![]() |
| Manticore |
After defeating the
creatures we again set our travels to the behirs and within a couple of hours
we begin to see the use of animal companions watching our movements. It was not
long after when we discovered a strangely out of place cottage sitting atop a
cave opening. After some preliminary detections we enter the cave to find a
manticore magically manacled to the cave. We decide not to disturb the beast, obviously someone’s battle mount, or investigate the cave further. We turn our
attention to the cottage, begin to walk the rough path up to the cottage when a
feeling of evil strikes Dolgrin as Syrendross receives a cautionary warning
from his host personality Shar that this is not the time for ‘this’- meaning
the cottage. There was an unknown association with a drow here. After
Dramen commits this location to memory we continue to climb on.
We eventually reach a
point where we must eschew the horses and travel on foot. Here we begin to feel
some altitude sickness, but nothing to roll dice about. Traveling we avoid some
troglodytes here and there until finally we come to an abandoned hamlet that
now seem occupied by the troglodytes. Kyras identifies a slithering path as
well as claw marks indicating the passage of at least one bahir. We agree to
take a short break for a few hours to wait for dawn.
At last we begin to
search through the ruins and find a cellar door, and after opening we discover
three well equipped troglodytes. After sending one to another plan and two to
the afterlife we progress into the cellar to discover a labyrinth of large
natural caverns, tunnels and burrowed openings. The deeper we went the larger
it became accommodating dozens of troglodytes.
We find ancient leavings as we
travel; once such discovery was a secret compartment that the Eye used. It was
an old Eye brand but the compartment held an old high-ranking ring of the Eye, three scrolls, as well as three masterwork gemstones ready for enchantment. We intuit
that the dragon’s lair was one of the Eye’s bastions of knowledge.
We eventually happen into
a large cavern where treasure is literally piled into corners and along the
walls. We hear and then see two ogres picking through the treasure, past the
ogres we finally see one of the behirs spiraled around a subterranean column,
and beyond the cavern narrows into a passage that opens into a chamber
populated by many troglodytes. We hide in magical darkness to avoid detection
as Dramen attempts to charm the ogres.
The attempt fails and all
hell is about to break lose.


No comments:
Post a Comment