Saralas: Session 62
- We are in camp
- Resda is being praised as the greatest sorcerer ever
- I ask Korag for help investigating the black ice gauntlets
- They are magic, of the abjuration school
- I put them away, and ask if we want to go back to the fortress after we've had a rest
- While all this is happening, a young girl runs by the tent. She's carrying a little Resda doll she has hastily sewn a third arm onto.
- We decide to take a rest. Weary from battle, we settle in and have a long rest. It's early afternoon so when we are rested it is late, near midnight.
- Saralas takes his drinking horn and heads off to find someone with a fire and mead or ale
- We head back towards Sunblight's fortress to investigate if anything has changed in the hours since we were last here, and investigate the areas we avoided in our last visit
- On the main floor the only things we haven't seen are a couple rooms, nothing appears to have really changed from the last time we were here.
- We head back towards the room that was poisoned, see if the poison that came out of the trap has dissipated yet. We open the door and the gas has dissipated
- The door to the west of the room is a closet containing dwarf items
- We notice that the statue that released the poison gas was made of black ice. It is 2 feet tall, and depicts a nude female figure with no face. Stacked around the statue are 7 mind flayer skulls. We leave it for now
- We check the door near the elevator room. In the small room, a door and stone desk stand empty. The braziers that normally provide heat and light have been extinguished, and the cold air comes in through the arrow slits
- We head back and take the elevator up. We come out in the middle of a large room with machinery filling the eastern half. The body of a duergar lays here (and there) and another in the southeast corner seems to have its head caved in. A large cartoon bunny is drawn on the wall in blood.
- Braziers that once warmed this room are cold, and a brisk wind blows through arrow slits in the south wall. In the west wall are two doors to small barracks rooms which are currently unoccupied
- Karthos opens the north door. Behind it is a messy workshop. It is cold and dark, furnished with stone tables and cabinets. In the middle of the room surrounded by twisted bits of metal is a half finished exoskeletal construct. The room contains two badly mutilated bodies
- It looks like the kind of exoskeleton we saw below. Baerwin reports back that the hallway leads to a second elevator room and not much else.
- We head to the right hand elevator and take it down to the forge level
- The barbed devil has left
- We notice, quite oddly, that a had has been left atop one of the granite tablets. The hat appears to be a top hat to the fighter, while the druid sees it as a bowler, and Resda sees it as a ladies hat with a wide brim.
- Saralas picks up the hat. It feels magical. I think it is a hat of disguise and put it on, but nothing happens.
- Saralas attunes to the hat. I can cast disguise self at well. I become a tall sunblight
- To the north the mind flayer corpse is still there.
- We head down a hallway to the east. We have found the torture chamber. The walls of the chamber are lined with closed iron sarcophogi standing on end. In the middle of the room a deurgar has been shacked to a chair. Her flesh is covered with blisters, and she is barely alive, unconscious
- Karthos heals her. She seems to stir back to life.
- The room to the south contains torture devices all kinds.
- She was the captain of the guard, but is now here. Someone told Xardarok that she was planning to assassinate him.
- We free her, inform her of the massive battle. She says we'll find treasure in the eastern vault, then disappears.
- There were people in the sarcophogi, but they are dead
- We head north into another hallway, then to the room to the southeast
- Two beds stand against the south wall of this room, one with a yeti hide draped across it. At the foot of each bed is a stone chest, and 5 copper kegs. We take the yeti hide, Resda carries it.
- Karthos looks at the kegs, they could hold something. They're filled with liquid. The keg contains darklake stout, a fine brew made of mushrooms of the underdark.
- I open the chests. They are both unlocked and empty.
- To the north is a passageway, and to the left of the passageway are some stairs going up. Baerwin runs up to look around. He reports it is a guard tower overlooking the forge. There is another cartoon bunny drawn in blood but Baerwin doesn't report this.
- To the north is a crossroads of hallways. We open the door to the west, and it appears to be a hallway leading back to the main forge. We head east.
- Two featureless stone pillars support the vaulted ceiling of this unlit chamber. There is a stone lever at the back of an alcove to the south. There are two bodies in exoskeletal suits. To the east is an iron portcullis. Embedded in the north wall next to it is a 1-foot black ice plaque with an oversized handprint in its face.
- Looking through the iron bars we see an unlit room containing alcoves in the north and south walls. Sitting in the middle of the room is Bun. He is covered in blood. Min thinks he looks cute.
- Karthos thinks the gauntlet matches the plaque. I hold the gauntlet up to the plaque. As I touch the gauntlet I feel it radiate malice. It fits easily into the indentations of the black ice plaque and the iron bars raise.
- Bun begins to levitate several feet off the floor and fly around the room.
- Baerwin flips the stone lever. The lever moves.
- There are 4 alcoves in the north wall and four in the south. Inside each alcove is an iron chest.
- I inspect the first chest. It has a combination lock with 3 tumblers with dwarven runes on it. I pull out the scroll which appears to have the combinations on it.
- I unlock the northwest chest, containing a dozen stoppered gourds. Korag tosses one to Karthos, who uncorks it. It's filled with spicy smelling liquid, slightly alcoholic. It is a fiercely hot liquor made from fire lichen.
- Bun starts flying around the room making bunny-dragon noises
- Chest 2 holds a gold mask shaped with a male drow, worth 750 gp, laying in a bed of 350 gold. As soon as I open the chest, bun flies over and splashes into the gold like scrooge mcduck.
- Chest 3 contains a silver chalice shaped like a spider, and inlaid with 8 obsidian eyes, worth 250 gold.
- Chest 4 contains a bundled up gray spider silk robe sewn with darkmantle eyes, which is wrapped around an object. The object is a magic wand. I hand it to Karthos. Baerwin attunes to it. It is a wand of web, with 7 charges. It regains 1d6+1 charges at dawn each day, and if you spend the last charge the wand may crumble.
- Chest 5 contains a folded piwafi - a dark spider-silk cloak made by drow. It is magical, a cloak of drowkind. While wearing it with the hood up all wisdom and perception checks made to see you have disadvantage, and you have advantage on all stealth checks. The cloak, being made by the drow, will disintigrate if left in the sunlight over an hour
- Chest 6 The next chest holds and amber headdress worth 2500 gold, we should sell that
- Chest 7 contains a 2-foot tall stone statuette of a demogorgon. It is magical, evocation, and weighs about 50 pounds. Baerwin drags it over to Karthos. Suddenly Karthos is yelling and swiping at himself like he's trying to brush off invisible insects. Spiders everywhere he shouts.
- Korag cures Karthos with Greater Restoration
- Chest 8 emits a cloud of yellow mold spores into the room. We take heavy poison damage. There is a skeleton encrusted with yellow mold. There is a false eye made of moonstone worth 75 gold
- We head back out and check up north. It appears to be another guard barracks, currently unoccupied.
- We head back to the main forge and head to the north. It is a dungeon filled with cells. Several of the cells have been broken open, and none are currently occupied.
- We head back south towards the hole made by Wodna's transporter. Korag wants to see what is south of the hole, but it's slick and it's a long jump.
- Korag makes the jump, but only just. He is in a room with a large stone pillar, and to the south a room with 6 cages which contain large lizards fitted with saddles. They seem quite hostile. We head back towards Sunblight's chamber. The doors to the throne room have been blown open by powerful explosives. In the throne room, the throne has been taken. Sunblight's headless corpse remains. On the wall written in blood is the sigil of a drow house.
- It appears a drow war party has taken proof of death. Bastards, going to take credit for our work.
- We decide we should leave. As we turn to leave, we see Bun drawing a cartoon bunny on the wall with blood from one of the nearby corpses. Bun shivers and all the blood drops off him.
- We return to the militia camp. There is cheering as Resda returns.