5/2/16-30 Session – Rehash (This rehash
encompasses two sessions)
Trapped in the black tower, with the green vapors slowly poisoning them, our heroes faced a grim, ignominious end…
Below in the swirling green vapors, they could see
the movement of the undead denizens of the lower levels, purposeless until they
sighted one of the brave band…then striking out as one with their pitiful
corroded weapons, their empty eye sockets locked on the steady, fearless gaze
of our stalwart adventurers who for the moment have full eye sockets.
The choice was clear, and all the party had to lose
was their lives. These were quite coincidentally doomed already by the green
vapors. With a variety of tactics, the skeletal fiends were destroyed or driven
back. The battle culminated in a brash charge by Archimedes, who let his
blood-chilling battle cry of “…” fly as he charged down to the ground floor,
where he found the source of the green vapors…a large fountain, upon the sides
of which glowed sickly green runes that produced an aura of evil magic in the
room. Of more immediate interest to the brave wizard though were the twelve
skeletal warriors who sipped at the fountain, their bones glowing with the same
green aura as they drank…Archimedes expertly retreated back up the stairs at an
appropriate rate. His first spell covered the stairs
with a foul grease, causing the undead fiends to lose their footing…a following
blast of flame ended the existence of all but one as the grease ignited, and
our heroes’ might soon terminated the survivor, which Archimedes cleverly led
into range by running in circles around the tower. The tower was theirs.
But would it be their grave? The foul vapors still
emanated from the fountain, adding to the smoke of the battle that threatened
to choke out the lives of our brave band even in the moment of victory. Some
improvisation with the staff that Entwhistle had provided lifted the curse from
the fountain, and the waters proved to be sustaining and healthful, leaving
only one danger…death from boredom, or at each other’s hand. An examination of
the tower’s contents revealed a chilling journal of the last Yrken attempt to
retake Tristram and other odd items, including a large black gemstone seemingly
of the same material as the tower. Our stalwart band applied their mind to the
gem, perhaps it was the key to this odd tower? Covered with indecipherable
runes, the gem seemed a puzzle that would be difficult to unravel, but our
heroes’ minds had been sharpened by their adventures…three days, four nights and umpteen
spells later, the brave band had found the means to unlock the door without
immolating themselves.
As they exited, they found a much changed
environ…mighty Entwhistle had departed, along with the trees that had choked
the tower, as he vowed. Church somewhat sadly informed everyone of the end of
the Duke’s man Brax at the hands of one of the trees, which he’d
had the audacity to strike when a limb brushed him. Further, the sight of a
soldier flying through the air in this wilderness had attracted a traveler, who
turned out to be none other than Seanee, one of the many (legitimate, though
less numerous than the illegitimate) sons of Count Caw of Stratchclyde, long
thought lost in this land. Lost as in dead, not lost as in having little clue
of where he was, where to go, or what to do, a definition that Seanee’s state
satisfied quite accurately.
Despite some initial tension between Farmer Dross
and the devout Ambrosian, internecine warfare was avoided for the moment. Our brave band determined that to forego
their oath to assist the noble Entwhistle would be such a stain on their honor
that tens…indeed, hundreds, of washer-women would be needed to erase it. The
question of whether washer-women were indeed known to restore or further
degrade the honor of dishonored adventurers was left as a topic for
philosophers and other non-productive types.
Setting out to the east, our heroes shortly came
upon what Entwhistle had depicted. In the midst of a meadow studded with tree
stumps was a moderately large ship, crafted to resemble a swan. The keen minds
of our intrepid band soon determined that given the lack of rigging, sails, and
more importantly, a large body of water…the nevertheless beautiful ship was
quite useless. Following a trail of deforestation that would give pause to even
the stoniest-hearted lumberjack, the adventurers discovered more craft…a ship
in the shape of a large fish, a massive sea-going raft in the form of a turtle,
a collection of small sloops joined to resemble a sea snake…and disturbingly, a
craft that vaguely resembled a well-fed pig. Only two things were clear…the
Eldren that Entwhistle had described in troubled undertones was a master
shipbuilder and artist. It also appeared it was quite daft.
Following the sounds of axe striking timber, our
brave band courageously crept up on the shipbuilder, who appeared to be busily
crafting planks from a recently felled tree. Bashing upon the head of a war axe
with a wooden stave did not seem the most efficient means to split planks, but
given the previous evidence of artistry on the builder’s part it did not merit
much discussion. Indeed, our heroes seemed far more impressed by the disheveled
blonde hair, disheveled gear, and most importantly the disheveled pointed ears
of the demonic Eldren.
Confronted by the nightmare stories of their youth,
the intrepid adventurers schemed…Farmer Dross displayed his odd shape-changing
abilities yet again, taking the form of an Eldren demon. The gambit was wisely
considered down to the nearest detail and for a moment, the Eldren demon was
baffled. However, the Eldren’s first words forebode what would come. In it’s own evil tongue the fiend said “Hello, nice day for
building a ship, isn’t it?”…Dross, proving the purity of his soul with the
inability to speak the tongue of the demon Eldren, resorted to hand gestures,
charades, and general flapping of his appendages. The demon was not fooled, and
responded by offering his staff to the imposter. As Farmer Dross grabbed the
end, inch-long thorns sprouted from its length, piercing his hand. A quick
sweep to the back of his legs deposited him on his heroic derriere, and our
courageous crew leapt to the attack.
Displaying the unholy powers for which they are
legendary, the demon responded with a dazzling display of might and magic,
springing from the ground into a tree branch ten feet above the ground. Our
heroes had no time for polite applause however, as with it’s
next move the demon blasted a foot wide hole in the chest of sturdy Church with
magical bolts…
As the smoking body of Church hits the ground, our
heroes face a demon from their nightmares…will their journey in the Wounded
Land end at the hands of the Eldren fiends, as has befallen so many thousands
of Yrken? Stay tuned…