Saralas: Session 30

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Revision as of 00:33, 10 February 2025 by Scblock (talk | contribs) (Created page with "* When we start there's probably still one Coldlight walker inside the building, but we're out of combat for the moment. I heal Karthos a bit * Suddenly outside we hear Nimsy asking what is going on. We try to invite him inside but he refuses. We explain that there are coldlight walkers but he won't listen. * Then he screams and he's being attacked I rush over, as does everyone else. * Karthos grabs Nimsy and carries him into the Inn * We kill the remaining walker and se...")
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  • When we start there's probably still one Coldlight walker inside the building, but we're out of combat for the moment. I heal Karthos a bit
  • Suddenly outside we hear Nimsy asking what is going on. We try to invite him inside but he refuses. We explain that there are coldlight walkers but he won't listen.
  • Then he screams and he's being attacked I rush over, as does everyone else.
  • Karthos grabs Nimsy and carries him into the Inn
  • We kill the remaining walker and search the inn. I confirm that there are no more walkers and the one that was outside was the one that was in the hallway. It appears to have been drawn out by Nimsy.
  • Resda appears to have gills now. We draw her a bath so she won't drown.
  • Karthos knows this can possibly be corrected with a high enough level Dispel Magic, or Greater Restoration
  • Korag casts dispel magic and Resda's gills go away.
  • We hear a strange crackling from outside, from the direction of the lake. Maybe 100 yards off in the lake a blue woman about 8 feet tall is standing on an ice floe. She points at us. A mist suddenly rolls across the lake and the figure is gone. Based on the description we're pretty sure it's Auril.
  • We settle in and try again to rest, which occurs uneventfully. It is now the morning of the 4th.
  • The next morning we feel the blessing of the god. I feel healthier than ever.
  • Resda takes the morning to deal with the deals needed to open the inn. They decide to name it The White Mouse and it will take about 3 weeks to renovate.
  • We discuss next steps. Duergar in Easthaven. Cultists in Caer Konig. Xardorok Sunblight is also a problem. Karthos suggests looking in the Mirror. We make our way back to the Elven tomb.
  • The mirror goes foggy for a moment, then we see Xardorok Sunblight, who appears to be a powerful and aged Duergar wearing battle armor. He's in a very large chamber with stone walls, many chains and tools, forges, etc. It looks to be a huge workshop. In the center of the workshop is a massive dragon constructed of black ice, the material that the Duergar have been searching for.
  • It looks like they were still working on it, but it looks nearly complete.
  • We decide to head towards Easthaven to deal with that threat while we ponder what to do about this dragon.
  • About halfway to town we come across a depression in the tundra, with a bright blue light emanating from it.
  • It's a coldlight walker. We cheese it but Rudra takes a hit. We otherwise make it to Easthaven uneventfully? Is the walker following us again?
  • We rest uneventfully, and in the morning we seek out Imdra. She tells us that the town has been experiencing a large number of petty thefts recently. She doesn't know much about the ferry, it was famous but it was frozen into the ice and hasn't moved since winter set in. It is very very cold in Easthaven. Winter is still in effect in Easthaven.
  • There are definitely Duergar in the area, I can sense them around and Karthos points out the tracks. We discern two sets of tracks.
  • Inside we see no people, but we do see four sleeping bags and a map of icewind dale that contains locations of every town as well as the location of the Duergar outpost from before, as well as another location further in the south.
  • The unknown location is written as Sunblight. It is likely his location.
  • The Duergar takes a potion, turns purple, becomes very small, and scurries into a hole in the wall. We search the cabin.
  • We decide to tell Imdra, the guard captain, as much as we know about the dangers we've learned about including the Duergar and the cultists and Red Wizard they are protecting.