Game Notes: Escape!

The party found themselves embattled with a group of angry and evil grey dwarves. The grey were not easy in defeat. One swelled in size as he took damage and began to smash the valiant Freyr Thoradin was unable to aid the sword mage much and before anything could be done the fighter was smashed to the ground.

The half elf witch came to their aid and cast a spell causing another of the grey dwarves to lose his grip on sanity and begin smashing anything near him. This backfired some as the crazed grey pummeled the heroes as well including Freyr who managed to shake off the hold of death and stand, only to be pummeled once more to the rock.

With some effort the heroes managed to dispatch the evil dwarf cousins. Blood was spilled and wounds were dealt, but the group endured and rested to heal their wounds. Moonshadow the witch guide was badly injured and was dying. Moradin’s priest refused to heal her but Ferdinand the Bull took mercy on her and treated her wounds. After some rest she recovered enough to regain her feet.

The priest of Moradin, Thoradin, threatened and banished the witch from his sight choosing instead to lead the party out of danger without her assistance. He decided that her leading was treacherous and likely to cause more harm to the party. She remained in the cave as the party moved on.

Finally finding the caves of the mountain distasteful and having grown tired of being lost in the deep they sought the exit directly. A couple of zombies wandered the caves but were easily purged from their sight.

A fresh breath of air was felt and the party rushed to find its origin only to encounter a pair of cave slimes who blocked their path.

Stubborn things, slimes are, but the heroes at last destroyed them.

Their was strange talk of remaining in the cave in order to rest for an extended period of time but Ferdinand the bull wisely reminded the party that Rock Hudson continued to pursue them and was likely to assault them. So we will assume the party will at last flee the cave. 248663

Into the dark you must go

The water rushes deeper into the mountain with a roar that makes it difficult to think let alone hear. Through the mountain, Arsenal commanded, to reunite with lost kin. Kin that no one is sure still exist and have not heard from in generations. What fools errand has he sent you on? Into the dark you must go. You survived orcs only to find a young dragon guarding the river. And a witch. Was she in league with the beast? She didn’t warn you after all, but she is your only hope for not getting lost in the deep dark of the mountain. With tons of rock separating you from the sky it is a comfortable place for a dwarf except that you do not know what beasts lurk beyond. The river will take you, the witch suggested, but take you where? Into the dark the water plunges. Into the dark you must go.

The caves welcome you like the jaws of a wolf welcome fresh meat into the creature’s belly. Instincts warn you that there is nothing friendly beyond. You hear and see nothing except the rush of the river and the darkness which covers the evils that hide among the shadows. Into the dark you must go. How far will the river take you? How deep does it plunge? What is waiting at the end? You cannot know. The witch mutters that she too doesn’t know. Do you trust her? Into the dark you must go.

Your armor and weapons are damp and dripping, the air is heavy. It is likely to be heavier below and it may indeed choke you yet into the dark you must go. You know from legends and stories that digging too deep into the earth only reveals unpleasant foes and sometimes savage beasts but you cannot waver. The piece of hammer you carry to your kin must reach the other side. The hope of Konigsberg and indeed the entire Battlefate clan rests with you. Fail and they will be doomed. Succeed in finding your kin and the tide may yet be turned. Into the dark you must go. May Moradin bless you and keep you. Into the dark you must go.