PREVIOUSLY - CAMPAIGN DIARIES 47 - BATTLE OF FIREHAMMER HOLD
The Owlbear League had defeated the gnoll shaman and explored the crypts and caverns of Phylund Lodge, and have just defeated a group of dread warriors. They are roughed up, tired, and have used up much of their daily magic. The party considers barricading themselves in a room to be able to rest and recover, but the idea of an unfound red wizard has them worried that no place is safe.
From the southwestern cavern, they walk east, back along the underground stream ledge, to the room with the altar. They jump over the stream, the smaller companions getting a boost from their companions, avoiding the pit trap in front of the door. They travel through the small room to the north and over the remains of the statue in the round room, and they cross that stream as well.
In the next room with the benches along the western wall, Seraphina realizes they never searched for secret passages here, and they do so.
Nowhere and Immeral each discover a secret passage north and south of the benches.
Nowhere peeks into the northern room. It is small, has a dirt floor and contains a brass bowl with a number of semi-precious stones. Images carved into the bowl depict the hunting-god Tempus watching humans hunting wolves. Several wolves are impaled upon spears. There is water in the bowl, and Nowhere calls K'ronk over to detect magic, but he detects nothing. She sniffs it, but detects nothing but an air of staleness.
Throwing caution to the wind, Nowhere drinks the water, then stops and waits to see if there is an effect.
Seraphina shakes her head, and looking over the bowl she says to Nowhere "Do you know that's just holy water?"
Orryn says "Luckily you're not a vampire."
Immeral is in the southern secret room which is a bit bigger, 20' by 20'. This chamber has walls of hewn stone with shelves cut into them. A square stone pedestal stands in the southwest corner and a stone table rests near the east wall. Resting on the table are a black human skull, a brass cone, and a crystal vial. A faint bitter smell hangs in the air.
The skull on the table turns towards the door and Immeral quickly closes the door and tells the others what he saw.
K'ronk peeks in and two gouts of flame shoots out from the skull's eyes, and he quickly shuts the door, avoiding being burned. He reopens the door and moves the head of his staff into the crack of the door, but nothing happens.
K'ronk casts mage hand and withdraws the brass cone and the crystal vial. The brass cone is an incense burner shaped like an abstract toothed maw. The vial is a mysterious liquid, and casting identify, the crystal holds a potion of mind reading.
They continue on to the north and enter the center northern crypt of Urtos Phylund, shutting the door behind them and barricading it with the lid of the crypt. Seraphina then casts leomund's tiny hut, causing a 10-foot-radius immobile dome of purple force to springs into existence around and above the party.
The space within the magical dome is warm and dry and the party starts unrolling their bedrolls and getting as comfortable as they can. There is little chitchat, the group deciding they don't need the protection of a watch.
They eat some food and Nowhere hands out goodberries which helps sustain and revive them.
Seraphina commands the magical glow of the dome to darken, and they go to sleep.
They rest easily and they are uninterrupted during the night, healing some of their wounds and aches.
The wizards wake early and study their spells as Seraphina gives morning prayers to The Raven Queen. The others unbarricade the door and peek around and seeing no threats, they exit the crypt. The party has decided to continue to explore, so they head west and south and return to the room with the storage area with the central pillar, and they open the western door.
On they other side they see a cave system with a narrow stream they easily cross. They head northwest and find a cavern with several stalagmites and a small pond within the underground stream.
After looking around a few moments, a menacing water-creature emerges from the pond and lashes out with ropy tentacles of water.
Dain swings his great axe at the weird watery creature, and his blade glides through, seemingly causing no damage.
K'ronk casts eldrich blast, sending twin beams of crackling magical energy streaming towards the water creature, and the creature dodges the first, but the second slams into the liquid creature and appears to hurt it, as it lets loose a gurgling howl.
Immeral casts ray of frost and sends a beam of icy magical energy, but the spell goes wide and misses the monster.
Atlas charges the creature and unleashes a flurry of blows enhanced by her gauntlets of ogre power, and the battering drives the watery being back in obvious pain.
Orryn pulls out his wand of magic missiles and six bolts of bright purple magical energy shoots out at the creature and they burrow into the fluid body of the creature, spilling some of its life-water and hurting it even more, but the creature still lives.
Seraphina casts sacred flame, unleashing a radiant fire at the creature, but it dodges out of the way.
Nowhere attacks with icerazor and she slashes into the monster, carving icy damage into its liquidy flesh, twisting the blade to tear it apart even further, and swings a second time, carving deep into it, slicing off a watery limb and sending it dropping to the ground like a spilled bucket of water. The ice-spiders of her weapon try to bite into the water-creature, but seem to drown and disintegrate.
The creature lashes out with a pair of watery tentacles in desperation, hitting K'ronk and battering him with a torrent of water, smashing him into a rock pillar.
Dain uses his ring of jumping to try to ride the creature, but he splashes through the creature and into the pond and stream. He lands on the bottom, and his foot rolls over something.
K'ronk shakes off the attack on him, backs further away and casts eldrich blast, but is aim is untrue, and misses the creature. There also appears to be a strange flash of light, but the source and effect are not clear.
Immeral casts ray of frost, but instead of the icy beam he expects, butterflies and flowers stream magically from his hand, and he curses the wild magic that has foiled his attack.
Atlas strikes at the creature one more time, unleashing a flurry of blows which pounds the creature. It falls to the ground and seemingly dies as it liquifies and flows back into the pond and stream.
Seeing the threat gone, Dain dives down, struggling to see in the dark water, even with his darkvision, but he manages to find a wand that resonates with magic. He climbs out of the pool, and although K'ronk could cast identify on the object, Dain wants to find out what it is the Dain way, so he activates the wand and pointing to the ground.
In a flash of light, the wand of wild conjuration calls forth what looks to be a demon. It makes no move as the group stumbles back. It is a tall humanoid with dark grey skin and bat-like wings. Its face is flat, lacking nose, eyes or mouth, yet it seems to look to Dain.
In Dain's mind, the creature calls out telepathically "what is your bidding my master?"
"I name you Dain Junior" Dain says out loud. Dain pets him, and the creature looks on quizzically. "Let's keep moving." Dain says, and they move onto the next cave, to the west.
The party steps into the next cave and finds on the cave walls, crude figures representing humanoids hunting beasts are painted in white on the cave walls in this pungent chamber. A stalagmite in the western section is roughly carved to resemble a crouching bestial humanoid with a red muzzle. A clawed hand is emblazoned in white on a field of red on the figure’s chest. Behind the rude idol is a 10-foot-wide, 5-foot-high crevice filled with debris. The remains of several rats lie in various stages of decay about the chamber. A passage leads south from the room.
Nowhere moves over to the pile of debris while the others search for secret passages. She reaches out and touches the idol, and from the garbage pile emerges six giant rats.
While stumbling back, Nowhere swings Icerazor, but stumbles backwards in fear of the rats. She swings again wildly, connecting to one of the large rodents, wounding it severely and knocking it out.
Seraphina decides to cast cure wounds on K'ronk to heal her wounded companion and bring him closer to 100% health.
Orryn fires an arrow with his short bow, but misses his target.
Atlas kicks and punches at one of the rats and knocks a second one out.
Immeral casts chill touch from the back of the room, but it seems to have done little damage to the creature.
K'ronk casts eldrich blast and unleashes two beams of magical energy at a rat, missing with one, but knocking a third unconscious with the spell.
Dain tells his demonic companion to "Attack the rats!" The conjured creature dives at a rat and cleaves it in two with its claws with a splash of blood and fur. Dain turns aside from the spectacle and swings his great axe at a fifth rat, slicing it in two.
The remaining rat lunges at Orryn, but he deftly steps out of the way and dodges the attack.
Nowhere swings Icerazor at the remaining rat and cleaves it apart with the frosty blade.
The League makes sure to dispatch all the rats, ensuring they are indeed dead and decide to head south.The League finds another cave with painting on its walls. Crude figures representing humanoids hunting beasts are painted in white on the cave walls here. A 3-foot-wide hemispherical stone is partly buried in the middle of the room.
They examine the stone and find it is engraved with devotions to Malar in old Common.
K'ronk says "I think we've covered all the caves now."
They gather and all agree to leave the caves, and as they walk north then east and approach the stream, they realize there is a path alongside the stream heading north.
Nowhere points it out and they decide to take it.
Unlike the other short passages, the path follows the stream for hundreds of yards, and finally takes a turn and reveals daylight entering a small final cave.
They step outside, Dain noticing that Dain Jr. has no reaction, positive or negative to the sun. Orryn blows his horn and waits for the few minutes it takes Lady D to find them.
Immeral feels they have completed their quest and have enough information to bring to Daggerford, and the others agree, they do not need to return to the lodge, so they head west along the path to the Trade Way and the journey home.
Along the way, the demonic summoned "Dain Jr." pops out of existence.
The three-day journey is cold, but passes uneventfully, The League camping at their previous spots, healing their wounds and restoring their spells.
The sun has set and is just a glow in the sky when the Owlbear League returns to Daggerford after a three-day march. There are still crowds near the gates, but The League is allowed in as guests of Sir Isteval. Orryn drops Lady D off at Isteval's stables, and they are welcomed by Smithfield and the Urchins and they are excited for The League's return, but Isteval has not yet returned, neither has Jekk, and there is no word from Kelson Darktreader.
The League sleeps well and has a relaxing morning, getting a warm breakfast, playing with the kids, and enjoying a few moments of downtime.
Sir Darfin Floshin visits the townhome and checks in on The League and the urchins, they have a pleasant conversation, but Darfin defers to Sir Isteval's expertise for whatever the presence of the gnolls and the red wizard at Phylund Lodge may mean.
Atlas writes a letter to the object of her affections - Tinkerchap back in Phandalin, as does Immeral to Sister Garaele.
They purchase some warmer clothes at some local shops in Daggerford, preparing for more journeying.
K'ronk is concerned about the pseudodragon egg which is showing some signs of life, and knowing that the pseudodragon will bond to whomever it sees first, gets a baby sling to hold the egg close and not miss the impending birth. He gets some strange looks walking around Daggerford, but pays it no mind.
Back and Isteval's townhome, while the others are either interacting with the kids or shopping or just resting, Immeral and K'ronk make plans to create backups of their spellbooks in case one is lost in their adventurers. They stroll Daggerford and start collecting some of the materials such as fine paper, rich inks, and the various other components they need for writing and binding.
For all, the day passes restfully until the afternoon.
Around 5PM Sir Isteval arrives back in Daggerford, after some pleasantries and some refreshment served by Smithfield, Isteval shares the following...
"The Lords of Waterdeep have agreed to share a small squad of soldiers to assist with our current dilemmas. They would have given me more, but they are apparently dealing with some sort of gang war in Waterdeep. Although Daggerford's defense is truly the purview of the Duke, we will just keep the contingent out of Daggerford to avoid any political disruptions. It is going to take a few days though."
The Owlbear League members nod.
"I think we should wait for their return before venturing to Harpshield, but I have another dilemma. Smithfield has informed me that Jekk Ironfist has not returned. This does not bode well, as he was only doing research into this missing bloke. If something has happened to Jekk and his companions, it portends a much more serious enemy than suspected. If you were to go to Firehammer and hurry Jekk back here, I could ready things for the forces from Waterdeep and be ready to go upon your return.
I know Jekk is not your responsibility, but the information he has, or his situation gives us would be critical."
Nowhere says "We will go retrieve him" directly catching Isteval's eye.
K'ronk looks down at his belly and the egg hidden under his cloak. "I think this egg is going to hatch within the week."
Immeral says "you can stay behind."
K'ronk answers "no way."
The party agrees to head out in the morning, and they spend the remaining hours of the evening informing Isteval of what they learned at Phylund Lodge. The red wizard's presence has him gravely concerned, but the plot has not yet revealed itself. Their conversation goes late into the night, ending with only Nowhere and Isteval chatting by candlelight.
The League including Lady D. marches northwest out of Daggerford to the highlands above the Floshin estate, where they stay for the night with a heavy watch and lost of curiousity about the ruins of Harpshield.
They are grateful for the warmer clothes, as the weather is cold but kind. There are many travelers they pass on the Delimbiyr Route, and they get odd looks, but they smile and march on.
During the trip, K'ronk's egg hatches from his belly papoose. It is brownish-red and snuggles in with him and seemingly wants food. K'ronk starts feeding him iron rations and Nowhere offers some goodberries and he seems to enjoy them, and then settles in within K'ronk's cloak for some protection against the cold. He starts calling the pseudodragon "Traven".
While they get to know each other, the march another three days to Secomber, a day to Uluvin, spending almost no time examining these big cities, but they ask the way to Firehammer Hold, and the locals in Uluvin tell The Owlbear League that the dwarves like to keep to themselves, but they give directions and state that when they see a large statue along the roadside, they will be almost there. They spend a warm night in an unimpressive inn, and then in the morning finish their trek to Firehammer Hold near the evening of the sixth day of travel.
Traveling along the gravel path known as "The Iron Road", they come upon a statue by the roadside facing west. The statue is 10' tall, white marble, and by proportion, looks to be of a dwarf. The dwarf has a broad smile, is pointing up the hill to his right with an open palm, and in the other hand is holding a coin.
Nailed to the statue's chest is an iron shield that has a broken crossbow bolt painted in red on it. A phrase in Dwarvish on the pedestal, just below a shallow basin full of algae-filled rainwater, reads, “Go west! Build wealth!”
Across the road from the statue, an overgrown path is barely visible heading southwest into the bushes, travelling downhill towards the valley floor. Where it goes is not clear.
To the northeast, about a quarter mile from where The League stands, a doorway can be seen above the road in the cliff-face to the left. A path leads up to it.
East of this doorway, across the road and maybe another quarter-mile away, a crowd of ravens and buzzards circles over something within a forested area.
Heading down the path to the southeast, Nowhere utilizes her Ranger tracking skills and notices there has been recent activity along the path. They travel about a quarter-mile, southeast downhill into the woods along an overgrown trail. They trail opens up to reveal an old tiny ruined village. There are a half-dozen small buildings, and most of the roofs are gone, or collapsed in, leaving only stone foundations. They pause, and wait a few moments, but there is no activity, and they see an even wilder trail heading into the woods on the east side of the little thorp, which looks to head closer to the ravens circling above the woods to the northeast. The sun is descending quickly to the treeline, but The League continues on.
The trail they are on looks like it has been recently logged, with freshly cut stumps here and there, and signs that the trees have been dragged with horses further up the trail to the northeast. The party makes its way past the ruts in the road from the felled trees and continues as the road curves to the north for about ten minutes walk when they reach an open field which the path crosses. Dusk is settling in deeper, cutting visibility, but they are cautious making their way across the open space as Firehammer Hold's entrances can be seen to the Northwest.
Some five hundred feet from the edge of the trees they are entering is the flock of carrion birds circling a spot in the woods. As they follow the trail, a scent waves over the group, and they know there is a great deal of death here. In the looming darkness they follow the smell and the sound of the carrion birds, and find an oval clearing where a fifty feet long and ten foot wide ditch has been dug into the ground some five feet deep. Half the trench is filled in with dirt and rock, but in the uncovered section are a half-dozen human corpses.
They get closer to examine the bodies, wondering whether these are the townsfolks from Julkoun, or perhaps wondering if Jekk is among the corpses being picked by the birds picking at the corpses, some of which fly off in the presence of The Owlbear League. They find them to be humans and dwarfs, looking strangely thin. As they get closer, they look strangely desiccated, as if sucked dry of blood. Orryn says "vampires?" Nowhere adds "maybe spiders, although I don't see any webbing."
Seraphina voices a blessing to the souls now on the way to The Raven Queen, who she asks to lead to their next life in the existence beyond their world.
The sound of voices comes from uphill and the trail leading west and the Owlbear League members quickly hide, barely getting Lady D out of sight. From concealment, they see several duergar (gray dwarves), dragging bodies into the clearing. There are four bodies and eight duergar, and as the reach the lip of the pit, each pair grabs a thin, emaciated body and throws them into the trench. There are comments in dwarvish, which Atlas, Orryn and Dain understand, but it is just small-talk about the smell and the work.
The duergar use shovels they have brought with them and haphazardly throw a thin bit of dirt over the new bodies as darkness draws deeper and deeper. "That's enough" one of the Duergar commands in Dwarvish "let the crows have them", and the others follow their orders. The League waits in hiding, and when the gray dwarves start moving out, Nowhere signals that she will take the lead and for the others to follow her as far back as they can.
She moves quickly and silently with the help of her boots of elvenkind and nearly disappears into the dark woods, tracking the duergar. The others follow slowly up the trail, watching Nowhere for signals when they can see her. Nowhere follows but stops at the edge of the woods, maintaining her concealment. In the final light of day she is able to spy the duergar crossing the Iron Road, climbing up the short trail to Firehammer Hold, and then disappearing into the cliff by the first of three visible entrances.
The League gathers. "We should enter under the cover of darkness" Atlas says.
Dain says "I'm pretty sure the duergar can see better than any of us in the dark."
Nowhere scowls since she has the best darkvision among her companions.
Orryn asks "Are we thinking of a frontal assault?"
"No, we try to sneak in." Nowhere says, and they look to the darkened hillside to find a way inside.
Who are these body-disposing duergar? What are they doing at Firehammer Hold? What has become of the inhabitants? Is Jekk in the mass grave? How did the bodies become desiccated? To answer these questions, The Owlbear League has to enter
CAPTURE SCREAM at 2:39:50
NEXT - CAMPAIGN JOURNAL 47 - Battle for Firehammer Hold