Pages

Ice trolls are dicks

We were in Runvid's Cairn, about to disrupt some runes on gholem-type statue things. We succeeded, and they didn't come to life when we passed a certain point on the map. Instead, we found a room with a tomb, and a shield on the wall. A shield that, as it turned out, gives out bolts of lightning when you touch one of the rocks on the burial mound thing.

After various unsuccessful attempts at disabling the lightning trap (we later found out you're not supposed to be able to) we gave up, and left. Turns out the forge thing was best left alone as well, so Murmei was right to insist not to become a blacksmith. Of course later he took the skill anyway, because it meant he'd be able to patch up Knightlight himself.

We continued our journey and came across the Fortress of Solitude. Despite his previously flawless negotiation tactics ("hi, let's be friends!") Murmei was unsuccessful with the ice trolls, who decided the party would be best eaten. The party disagreed, almost wiped, but finally took out the lot of them, and got a fancy magic spear in the process.

Turned out there was a ginormous wolf creature, who had apparently eaten a dragon previously, guarding a big door inside the ice cave. Elindra talked to it, but it wasn't being helpful either. Apparently there's a portal to another realm behind the door, and the ice trolls want to take over this world, but so far they haven't come very far ... and besides, they're also trapped inside a big bubble you can't simply walk out of.

At any rate, we got out of there, found a treehouse, rested up, and we left off having found a couple of dead ice trolls and a dead boar, and the air was getting chilly again ... to anyone not wearing a cold immunity ring.

Deliberately breaking the Left Hand Rule

So curse the old guy's sudden but inevitable betrayal. Because Elindra's spider-talking was non-verbal, he didn't notice her doing that - instead he focused on Murmei's knowledge of different languages, and him speaking with the giant in particular, to decide he was a demon and ... battle ensued.

RIP crazy old man.

We found the Tomb of Horrors, or at least the Cairn of someone or other. The door was locked, but we made it unlocked and headed inside. It was full of pit traps. Fortunately (even the spider-weary in the party agreed on this term) Elindra has a pet spider who can crawl on things other than the floor.

Eventually we found a big room with a ritual anvil, so the party decided Murmei was somehow best suited to become a blacksmith and turned an ordinary axe into an axe that makes you blind when you carry it, even if you're dragging it behind you on a rope. He also only narrowly missed out on taking permanent corruption during the forging, and wasn't keen to have another go making another perfectly usable weapon useless - despite both Valgai and Elindra thinking it would be great to have a blacksmith in the party.

It was basically a good old-fashioned dungeon crawl, and there's more where that came from!

Breaking plots since 2002!

We're still stuck inside some kind of witch's circle thingy and trying to find our way out - supposedly by finding some tricky questions and their answers. Apparently some questions we might come across aren't the questions sought, they're just there to trip you up.

There was a tree with an axe in it. Nearby we found a really old guy who kept ranting about demons. Maybe we were demons too? We were supposed to attack him, but instead managed to calm him down long enough to hear that he was a demon hunter who had sealed a demon in the tree with the axe. An artifact axe he was bonded to, in fact, and as he was aging, the seal keeping the demon in was getting weaker. He was having a heart attack at this point, but we Medicated him and let him rest ... and read his diary. And investigated the axe.

Setting fire to the tree didn't work ... so we chopped it down. Didn't seem to stop the tree from still displaying signs of possession, but the old geezer could no longer sense it, so we figured we'd probably killed it or something. Later, the guy showed signs of being in much better health than he had been, in fact he kind of looked years younger, but that MUST be unrelated and not at all a sign of demonic possession ... right?

We later came across what we thought was an unusually large troll, but turned out to be a sleeping giant. Murmei woke him up to speak with him, and wasn't horribly murdered in the process. The giant was suitably entertained by some stories of our adventures (although less thrilled by the rusty flute-playing) and gave us a few pointers on how to proceed with our quest.

Let's have a pre-emptive NOPE

The making-a-rat-drunk experiments continued, but we eventually had to let the little fella go. If there was poison in that wine, at least it wasn't meant for rats.

As luck would have it, we could now finally start our journey into Davokar! You know, the thing we were supposed to have done ten sessions ago but got side-tracked when Murmei was put into protective custody.

On the very short road leading into the forest, we found a small camp of witchfinders. The wine was mentioned. They took one look at it and said it was very bad mojo indeed. There was darkness in those bottles, make no mistake. As they knew what to do with said cursed liquids, we gave them the rest for safe disposal, while we continued into the forest.

We were attacked by a Skullbiter named Steve, and after much deliberation decided not to attack the group of them we found a bit further away, because while we could take down one of them (somehow, it has stupid levels of armour) we couldn't guarantee the same with a whole group. When it was killed it turned into a pile of earth with a piece of a runic spear in it. Interesting.

Near a place where it was fabled a dragon had been taken down ages ago, there seemed to be a witch's circle protecting the area. Somehow we ended up in a bubble of sorts, by a cottage occupied by a ghost we decided to call Rafe. Apparently in order to get away from there, we'll have to come up with some very tricky questions and the answers? We ... we might be stuck for a while.

You are defeated, I have the moral high ground!

As it was a bank holiday we convened earlier and started by playing The Lord of the Rings: Journeys in Middle Earth boardgame. We did not succeed with our mission, sadly.

Then we went into the edges of Davokar, pretty much, on the hunt for the escaped gargoyle. We found it - or it found us - and it decided to attack Elindra. She got two permanent corruption for her trouble. Fortunately we had given that seed to the witch in a previous session, which she had grown to a tree that can remove permanent corruption, so she's "only" on one now.

The engagement between Murmei and Elsiosi Garlaka went ahead, and she left town with Murmei's mum. Not before trying to convince Murmei that Elindra is just a mercenary who doesn't really care about him and would turn against him as soon as someone else paid her more than he did.

As a parting gift Elindra and Valgai were given bottles of expensive wine, as a thank you for looking after Murmei. Valgai re-gifted one of the bottles to Elsiosi's brother, who was visibly uncomfortable by it. HMMMM. The party decided to try the wine on a rat, but all that happened was that the rat got drunk. Did that mean the wine wasn't poisoned, or was it maybe a human-only poison somehow? Because even Murmei finally had to admit something fishy was going on with his future wife.