
A Thank You For Playing today's Dungeons & Dragons
5 th Edition game of 09/04/2021 - From 10:00 am EDT, until 2:00
pm EDT, and our 83 rd Gaming Session, goes out to: Barbarian – Human - Marcuria Violezi - Connor D. Paladin Knight – Human – Marshall - Mr. Chiller Rogue Thief – High Elf - Roqar - Roxxifarius War Priest – Human – Juan Denero – Buddy-D Swashbuckler Rogue – Tabaxi (Cat folk) – Tarth Tangle -
Tarth Tangle Wizard (War Mage) – High Elf – Dia Xiloscient - Elizabeth K.
/ Tarth Tangle Wizard (Sage/Scribe) – Drow Elf – Rolo - Daniel M. Whom Could Not Make It Today! Monk – Elf – Farren Nidanas - Bahrrenn
Drakke Game Summary for Saturday (09/04/2021): Opening Scene: Day 60: August 20th, 10:30 am Things start after the adventurers had cleared the
audience chamber of the dwarven Icespire Stronghold of three stirges and are
currently in the dining room area. Wary of possible creatures having moved in
since they had killed the white dragon Cyrovain. They cautiously move forward,
having checked for a trap on the west door and proceed inside. Opening
the door reveals the kitchen area, with a 15 ft high arched ceiling like all
the other rooms. Destroyed furnishings and scattered debris line this room. A
cold breeze blows out from the twin fireplaces built into the south wall. Searches in the fireplaces did not turn up any secret doors or
anything else unusual. They open the two north doors at the same time to reveal a room
in the west most one and a passage beyond the door just left of center of the
room. Marshall proceeds inside the room to see that this pantry room has been ransacked,
leaving nothing but smashed shelves, broken barrels, torn sacks, and other
detritus lying about. As Marshall searches the room he comes across
the skeletal remains of a male humanoid, clad in now rusty breastplate armor. Just 7.5 ft up
the passage is a door and another one 12.5 ft beyond it on the east side of the
hall, which then turns west up ahead. The first door is entered to reveal the
armory. Weapon racks that once stood against the north and south walls lie
smashed on the floor amid the remains of wooden mannequins. There are rusty
hooks on the walls , that once likely held armor, shields and helms. The next door up
is then tried and inside is a fireplace on the north wall and in the middle of
the room stands a sturdy oak table. Tiny, carved wooden figures of soldiers are
strewn about, as are the torn up remains of old maps. Juan, casts the
shield of faith spell upon Marcuria to be on the safe side, granting a +2 bonus
to her armor class. Dia, has a look
at the torn map pieces and what little he could make out revealed place names
used at least a millennia ago. Scattered on the
floor are three humanoid skeletons in rusty suits of chain mail, near
rusty longswords. A fourth humanoid
skeleton in rusty plate armor, made for a female, lies slumped in a chair that faces the
fireplace. A steel goblet lies on the floor between the legs of the chair. The party moves down the west hall from the warlord’s headquarters,
Roqar probing ahead for traps with her collapsible 10 ft pole, and enter the
barracks area, of which the Many Arrows tribe of orcs used as their sleeping
area as evidenced by the filth in the room. The room is now devoid of any
furnishings and nothing more is found from searching the huge chamber. Juan, checks the fireplace in the north wall but nothing unusual
nor a secret door is found. From here, they move to the stairwell seen between the warlord’s
quarters and the barracks, leaving the south passage of the barracks, with the
smashed in door for later. Sildar Hallwinter stays at the bottom of the stairwell to keep
watch. The stairwell opens
into a room 40 ft wide at the corners and 30 ft wide at the center. It is
decorated with the spoils of war, including impressive-looking furniture that
is mostly destroyed.. Also heaped about the room are furs, antlers, the rotting
heads of dwarves, humans, and orcs, as
well as other mundane trophies. Dia, finds a
severed right hand, still clutching the haft of an elegant-looking greataxe
with fancy handiwork upon it! The hand appears to be orcish in nature. Marcuria,
takes the greataxe for herself. Juan, spots an
ornate wooden chair, missing one of its arms, it has six branches of red coral
incorporated into its design. Juan casts the
Detect Magic spell but the greataxe does not show any magical auras for him. Nothing more is
to be found in the room from all of the searching. The adventurers
now move out through a smashed in door in the north west corner of the room
into the open air of the roof. The rooftop,
covered in slippery ice, is enclosed by a 3-foot-high battlement, except in the
corners where the wall has collapsed. Cylindrical stone chimneys jut 5 feet
above the rooftop , way too small for any humanoid to try and climb up or
down them. On the way back down,
Roqar has a look through the furs. They are usable enough to serve their
purpose, but would likely not fetch any coin. They now go
through the busted in south doorway of the barracks room, into a hallway strewn
with the rubble of the outer walls, now collapsed to the ground. Whether by
earthquake or Cryovain, you do not know. Turning the
south corner to the east they come to a wooden door and pull it open to reveal
an intact guard post with arrow slits lining the outer wall. The door on its
opposite end now smashed open from the
outside which leads to more collapsed rubble in the fortress’s south east
corner. Once outside on the south east corner, they see that there is a bit of
a ledge here and have a look. Looking down
they spot a short ledge with what appears to be a cave mouth. Dia uses her
Spider Climb spell to go down to the ledge and sees that the cave mouth opens
into a short, dark and mundane looking cave. Really it all amounts to about 5
ft of space, including the ledge itself. Dia climbs back
up and the party continues up the east side of the fortress now, opening a door
that leads to a passage that ends at a wall 12.5 ft to the west and curves northward
to an arrow slit facing the fortress entry hall from the south. Juan searched the
west wall and found a secret door which matched the stone of the wall, which
opens back into the passage which leads to the dining room, armory and audience
chamber. The party makes
their way back to the barracks room looking for secret doors and Tarth find one
in the north east wall! It opens into
the outer defenses of the north side of the fortress and 30 ft away is another
door, which opens into another section of arrow slit walls, going another 30
ft. The door there opens into the defenses of the north east corner and there
is a 5 ft wide alcove near it’s end which the party guesses has a secret door
but they do not try to find it. The arrow slit just south of the alcove covers
the north side of the entry passage into the fortress. Not finding
anything in these outer wall sections but the cold icy wind, the adventurers
decide to go back to talk to the four Stone Cold Reavers, as they called
themselves. The party
informs their leader Syleen Wintermoon that the fortress is clear and empty of
any beasts roaming around inside. Marcuria offers
the fancy greataxe to them, Jabarl the Orc-Biter, saying it looks impressive
and wondering if it is magical. Disappointed it wasn’t magical he takes the
greataxe for himself and looks it over. Then the party
makes an offer to help them collect fire wood and bring it back up on a couple
horses and Runa Vokdottir said sure they would come down with a couple. Brakkis
Elspaar and Syleen stay at the fortress while the rest went down to get the
firewood. From there it is
roughly a two day trip back to Phadalin, which was uneventful. Once in town
Marcuria and Roqar pays a visit to the blacksmith Thagren Ironforge to get the
weapons and her gauntlets that were to be silvered. The weapon were ready
thanks to him having help from the blind orc Klarg, a.k.a. Bor the Mad. Roqar
asks Thagren to join her for dinner at the Stonehill inn. Tarth Tangle,
newly arrived in town, goes to the Lionshield Coster, in search of silvered
crossbow bolts as Thagren didn’t have any currently. Tarth meets
Linene Graywind, whom runs the coster, now readily stocked with arms and armor
and she had 4 silvered bolts of which he buys from her for 15 silver coins,
leaving her 3 in tips.
Avery, visits
the shrine of Tymora, run by the cleric Sister Garaele, looking for a wolfbane,
a.k.a. belladonna concoction to possibly help cure lycanthropy, in case a
were-rat at the Mountain’s Toe mine bites a member of the adventure party or perhaps
to possibly cure them.