Session 19: Stormy's Dedication and Gurd's Keep

General Summary

Wave Echo Cave

We recover a week. The Rockseeker brothers start mining. Stormy and Thoradin help.   Rockseeker promised us 10% of the proceedes from the mine. Hands Thoradin a chunk of quartz with metal veins - gold and a silver metal. Adamantium! "We proved it was here. Thank you."   He gives Rashid a scroll. Invite to mages to renegotiate to have someone on site to work with the Forge of Spells.

 

Stormy's Dedication to Arabeth

Stormy talks with Cernan about making a line in the sand to follow Arabeth, for the rest of her and Shimmer's life.   Cernan gives her the holy symbol and his axe. Tells her to go find an old rotten piece of wood. She returns with one and kneels before Cernan, her teacher. Keep his symbol and create her own. Take her time and meditate. (Intention: once she's done carving - wood should revive itself.)   Stormy asks for guidance from Arabeth. This will take Stormy most of the time. She's struggling and Shimmer wants to pray. We power through it and show intent.   Vision of a tree in a valley she's never seen before. Beautiful valley. Don't dare to look behind her. In the middle is a tree that is beautiful. From there on it just works. As she works it, it becomes new with every chip. Shimmer helps. She's super excited and showing it off.   In the forest outside the mine, Cernan finds a plant with new growth. Takes a piece of it. Plants it and asks Stormy to bless the ground. (Bless ths ground - cantrip gift.) One spot of foresty glory. She thanks Cernan and Arabeth.

 

On the Way to Alador

Headed Alador, the city, is 6 days away. Mountains in between. Have to find a pass through. As we get close to the pass, it's been raining. We're soaked and it's cold. We're cranky. Rashid casts a hut for us so we can dry off.   There's a single tower keep ahead. We make our way up. Evening. Flat spot in front of the keep. At one point there was a garden. Stormy finds veggies and stuff for fresh stew.   There's a wooden door in the 2 story stone keep. We leave the horses in the garden. Cernan doesn't detect anything. Thoradin knocks. Rashid says that he's getting some wizard vibes. May have been wizards in the past or now. Thoradin pushes the door open. A lantern on the wall inside flares to life. We step in and more lights come to life.   Inside there are pillars with a dozen suits or armor. A bench is pulsating. A skeleton is reaching for something. Rashid detects enchantment everywhere. Armor, blip, skeleton, and things in side box reaching for.

 

Fight at Gurd's Keep

2 suits of armor come to life. Fight begins.   Striking them brings them to life. Wall of force on the door.   Rashid goes for the box. (He may touch the box for 6 seconds every round. Puzzle box.)   (Stormy snags one of the halberds.)   There's a hole in the top of the glowing box. Thoradin pokes it.  
Rashid says to Thoradin, "They don't call it an axe hole."
  Thoradin solves it! Puts key in and turns off the magic device. Plus a dragon head piece.   This room was "security" to keep people out of the keep.

 

Exploring Gurd’s Keep

There is a door in the pillar. Cita unlocks the door and it leads to stairs.   Living area. Comfy! Doors and windows. But pretty dusty. There's some magic - enchantments. Magiced to hold. Rashid says, "Indarin?"   Cita opens a door. 12 dragon heads in a magic circle. (same as the number of armor.) Stormy finds a map of the world and snags it. Transmutation magic. The dragon head we got matches the ones on the floor. Transmutation or transportation. Rashid touches one of the heads - it's heavy but can be be moved. Rashid moves it and moved it back. Runes on the bottom.   Door #2. Has a chest. Open the chest: parchment bits, unfinished metal, several puzzel boxes, strange wand. Looks infected.   Open chest in main room. Nada interesting.   13 doors. Wizard was into 12s or 13s and a key/prototype.   Door 3. Suit or armor is already glowing. Room. Armor + stuff to repair and reactivate. Book. Runes on floor are not active. This dude is different. Runes aid an enchantment.   We attack the dude. Stormy throws the ornate book to Rashid.   Rashid reads the cover: Animated Armor, the Compleat Guide. Very well made book. It's OLD. Stamp inside Property of Wizards Guild, Alador. We take the book.   We took the armor dude out. 13 armors. 13 doors. 13 dragons.   Next room. Nasty old food stuff. Cask of wine - really good. Cask of wine - that is vinegar. We take the good one.   Next door: Pile of bones, humanoid skeltons. Wizard was hoarder?   Next: latrine.   And: Stove comes to life. Kitchen. 4 sets of fine Eleven dishes, 4 crystal fluted glasses, 12 dwarven mugs.   Whole keep has been a decent temp.   Next: Plants here. Plants alive. Orchid with bean pods. Vanilla.   Bedroom: Fireplace - comes to life. "Library" in the corner of reading books. Cita finds...Journal Property of the Great Wizard of Gurd Keep. Wizard was Parnathyn Gurd.   Last room: Frozen casks! Ice cream!   Cita finds a secret door! Spiral staircase to the roof. Garden. Sundial. Locked chest. Cita opens it easily. (Cita is rocking this.) Inside: brass telescope.   (We found Gurd's body - on the first floor.)   Wizzard's journal.   Surnholm near by. Teleportation device. Wanted to go to Fellstad.   Teleportation - anchors - mass important. Dwarves made them look like dragons. Statent - heraldry. Can instantly recall to keep if have the key with him. Can only teleport into the circle.   Odd device - a wand. Made of other worldly monster flesh. Glows and thrums with power. Wand activated hidden runes on the scroll. Used it on every thing he had. Secret messages in the runes. Description of a great gollum. Zangtorus - archmage of necromancy at Fellstad.   Wanted to sell the iced custard to the Dwarves and the rich of Alador. Iced Cream. Created cold kegs. Sold Iced cream to the dwarves. They ordered 12 at 300 each.   We happen to know some dwarves at the mine.   We can move the dragon pillars. Rashid could setup the circle. Dragon pillars + 12 pointed star circle gives teleportation back to that space. Put key in fire for an hour and it will bring every creature in a radius.   The 12 pointed dodgeragon. Is more powerful than the magic circle. Binds magic eternal. (Magic is permanent - shortcut to making things last.)   Formula for magic ink.   Guild passcode: BALA-GORBA   Code on first secret message - Runes.   Some of Rashid's magic journals have the secret ink.

Notes

Tasks we may want to complete:
  • return the book on animating armor to the Alador Wizard's Guild.
  • setup our teleportation to our keep and other places
  • have the dwarves make us more of those dragon pillars
  • Contents

    Report Date
    14 Oct 2023
    Primary Location
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