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March 2010


Stuck in Mirabar, the group ponders what to do. Ma’lorn (AKA Shoress) opines that he is sick of trudging about for much risk and little reward and wants to take a break. He asks the group to accompany him to Daggerford, where he hopes to join Kowela’s theater troupe and earn an ‘honest’ living. Given his Zhentarim connections, it is far more likely that he plans to spy on Thudheim, but his announcement angers Dr. Mingus. Mingus takes the opportunity during the discussion to cast Slay Living on the unsuspecting Ma’lorn.
Luckily for Ma’lorn, his Cowl of Warding reflects the killing spell back onto Mingus – who fails his save and promptly expires on the spot. Stunned into silence for a few seconds, the group quickly loots the cooling Mingus and flees Mirabar, hiring a comfortable wagon to deliver them back to Daggerford.
Along the way, Dalliance ponders deeply upon the path her feet are following and wonders about the wisdom of the company she has been keeping. Returning to Daggerford, her mind is primed to receive the gentle words of Parker, cleric of Selune – who converts her to his cause (and alignment) – and who then joins the group. While thus engaged, Dallance is approached by a halfling who offers services to the group – but not too many. The interview process is a bit…confusing…but soon enough the little wooly wonders has broken Reiza’s arm in a demonstration of his martial prowess. He apologizes and sets the bone and helps it to heal a few minutes later, aided by the bemused Parker.
Dalliance and crew head back to Thudheim, where she checks on her tower. Soon thereafter she is ‘invited’ to a meeting with Thud. Obviously lobotomized (or heavily charmed) Thud is a mere shadow of his former self, but there are no grudges held against Dallaince. Soon enough, in an attempt to show the new leaf she has turned over, Dalliance leads the group out into the hills to break up what is left of the slaving operation that ran throughout the area. Their primary target is Thudheim’s own Thad (ex-captain of the guard and prominent man about town).
Sneaking and peeking – scooting and slinking – the group gains entrance to the complex through a well-camouflaged well. They set about trying to determine how next to proceed.

Armed with nothing more than a general indication – “The frost giants live in the frozen wilderness” and some general pointing – “over that way”, the group sets off to discover how many days they can wander about without freezing to death. Luckily for the slightly frozen party members, Dalliance likes to travel in style – and the hut makes a nice refuge at day’s end. Within a week, they latch on to some indications of travel, and eventually spot a quartet of the frosty ones trudging through the glacial passes. The group follows and sees the giants enter into a large glacier through a crevasse in the side. Invisible to the eye, but not to the ear – the group ‘chuff chuff chuff’ through the snow and descend into the rift. A gigantic open space awaits, with a trail that runs along the sides of a crevasse filled with mist and vapor. Sneaking about, they come face to snout with a pack of winter wolves that have climbed out of the crevasse. The group slams it into high gear and begins systematically slaughtering everything in view. The wolves are the first to go in an explosion of fire, then a couple of snow leopards, a dozen or so ogres, about a baker’s dozen frost giants are fired up and dispatched in short order. Having expended the bulk of Dalliance’s assault capabilities, the group retires to the hills for another day or two in the hut.

They return, this time taking an alternate route through the entrance and start sneaking in again. This time, the occupants are ready and have planted several deadfall traps. The group triggers one and seals off a likely avenue of exploration. Some combat ensues – more frosty ones are dispatched and the group finds themselves in a large room of frozen trophies. Debate is offered about a likely course of action – and the decision is made to exit and renter through the first opening.

This is accomplished and the group finds signs of activity – the bodies from the first raid are gone and an alerted pair of giants stands guard with a pair of winter wolves to alert them to invisible sneakers. The wolves detect the party and earn a pair of fireballs for their good work. The guardpost is now the party’s. Exploration reveals many branching passages and a ledge that overlooks some sort of frost sinkhole. The decision (long and arduous as it was) was made to descend and see what can be seen. Reiza Bullar, TBA, Dr. Mingus and Dalliance descend to the floor of the crevasse to check out what appears to be a large igloo. Distracted by shiny objects, the group is surprised by the charging attack of the Remorhaz – into whose lair they are venturing. Enraged, the ice worm inflicts terrible damage on the group – swallowing TBA whole and killing him instantly. Dalliance and the rest finally dispatch the beast and recover TBA’s body. They beat a hasty retreat with what loot they have and set up camp in the hut.

Sadly, TBA’s soul does not heed the call to return to his earthly shell. Reiza buries his littermate in the frozen lands, and the group retreats from the Spine of the World – a lot colder and a bit wiser. Heading into Mirabar, the party remnants seek employment of a more lucrative nature. Perhaps they will find a brave soul that will accompany them on their travels…