The Daggerford Inquisition

No one expects the Daggerford Inquisition, being the adventures and mishaps of a motley crew of the Daggerford Militia.

Thursday, June 19, 2003

Oops. Didn't realize that I never posted last week.

Okay, so two games ago, our group arrived at the Laughing Hollow valley early in the morning. We could actually see where this green stuff was mixing into the river where it roiled over a bunch of boulders. We were met by none other than the wild elf prince we had rescued from a troll many weeks ago.
Elesian (probably not quite accurate, but close enough for now) showed us the big old front entrance of an old dwarf city carved into the cliffs. It was very overgrown but still visible. He also showed us to a "back door" that the orcs had been using. Milo used the surrounding underbrush to get a closer look around the orc door. He found lots of orc tracks, as well as some goblin, troll and maybe ogres. After very little debate, we decided that it might be better to go in through the old main entrance, which showed much less signs of activity. Our mission is to stop the river from being poisoned, not fight orcs. ('Course, if we just happen to kill some orcs along the way, well, that's good too. ;-) )

So we went in through the big front door. Did a little exploring in the immediate area, finding mostly dust filled halls and old traps. Some traps still worked and others have already been discharged or are jammed with age. Found a narrow corridor further in that we figured out was actually a closing wall trap that got stuck about halfway. At the far end of the narrow hall we find lots of crossbow bolts and a recently dead goblin. There is a ramp going down at one side of the room. We are able to figure out that much of the crossbow fire came from down that ramp and a lot of these bolts are dwarf make. Since the dwarfs might know something about how this place works and therefore might know how to stop the poison, we decide to go looking for them.
Bottom of the ramp is a big room with a large pillar at the center. There is a wide moat/fountain around the base of the pillar, but the moat appears all but dry. A large crack (3-5 feet wide, unknown depth) bisects the room, moat and pillar. We can see a couple of fountain heads near the bottom of the pillar that are spilling greenish water into the broken moat and that water is draining down the fissure.
As we move around the moat, we are attacked by gargoyles. After fighting them for a little bit, we realize they are like no gargoyles we have seen before. They have actual skin and flesh rather than the stone of regular gargoyles. And when one of them hits us with spells without using any casting gestures, we know there is something funny going on. We are finally able to slay them, one just before it gets away, possibly going to warn others of its kind. Gareth examines the remains and deduces that these appear to be kir-lanans, something he has only heard rumors about recently. It is said that these kir-lanans hate clergy for some reason and the destruction of several temples and holy sites are thought to be their work.
There is a small balcony and room high on the pillar. Theeg carries several of us up so we can examine the room. All that is in the room appears to be four levers. We think these may control the water coming out of the spigots below. Since we have no idea how they work we decide to not mess with them since we could end up making the flow worse instead of better. Hopefully, the dwarfs may know something. Otherwise, it's going to be hit or miss experimentation.
As we move around the room we find the body of a slain dwarf cleric of Moradin in the dry moat. He is only recently dead. We wrap the body up in his cloak and then stash it up in the balcony room in hopes the kir-lanen won't get it before we have a chance to give him proper burial.
Milo is able to find dwarf tracks and follow them to a nearby door that eventually leads us to a dwarf guard point. The guards only seem comfortable speaking with our dwarf, Magnus, at first. They quickly send a messenger to their leader while we retrieve the body of their fallen comrade. We are taken up to the dwarf command area to meet their leader, Kronin, while a couple other dwarfs take care of the body.
Kronin fills us in on what he and his people have found out about the city so far. This takes the better part of the rest of the day since there are maps and history to pore over.

And that was about where that episode left off.

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