Dragonlance Campaign, Part the Tenth

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While house shopping, Deiria is approached by Heironymous, the strange man who may or may not be a dragon that the party met a few days earlier. He tells her that he has been instructed to take her to someone for a conversation. When they arrive at their destination (a posh townhouse), Heironymous tells Deiria that she must kiss the woman she is about to meet. He gives her 10 platinum pieces to convince her to go along with it.

Deiria is taken inside to find Lady Carthelian in a coma in her bed. Figuring platinum is platinum, Deiria leans over and kisses the unconscious wizardess. In a flash, Deiria receives a vision of the future.

In the aftermath of the coming storm, Deiria, Galdar and Melvina emerge from the keep of Kalaman after having spent two days protecting civilians from the demons that blew in with the weather. Hundreds have died in the battle, including almost the entire elite Council Guard as well as Lena Kirian, their sorcerer friend. Most of the wealthier portions of the city have been spared destruction, but a chasm has been cut into the district of Greymaire.

The heroes head first to the warehouse above the Zeboite shrine where the spellcasting Councilors performed the ritual. As they arrive, they find the building in ruins. Lord Kransin emerges first, and Galdar informs him of his daughter's passing. Kransin immediately flies off toward the keep. Templar Gareth and the other Councilors emerge, followed by Etch, who carries an obviously dead Allie in her claws. Bereft, Galdar wanders off in an attempt to quell his grief-fueled rage.

The others tell Gareth of the chasm in Greymaire, and the group heads there to investigate. They find the chasm to be 40 feet wide and at least 500 feet deep. The air smells heavily of ozone, and the earth has been partially fused into beads of glass. Before anyone can do anything, however, a great shape emerges from the chasm and kills them all.

Needless to say, this somewhat unsettles Deiria.

It seems that Deiria's kiss awakened Lady Carthelian in addition to passing the vision. She tells Deiria that they have to come up with some way to stop whatever was in the chasm.

Deiria runs to the temple of Kiri-Jolith and finds Allie waiting for Galdar and Melvina to return from their trip to Southgate. Deiria tells Allie about her vision, including Allie's death. Allie is not surprised. The two decide to tell Lord Kransin; the Black Robe is quickly overwhelmed by the kender and the panicked human and asks them both to leave so he may get back to his research.

On the way back to the temple, Allie suggests that Deiria return to Lady Carthelian for more information on the vision. Deiria does so, only to find Heironymous sitting with the White Robe. He explains that the shape in the vision may be a very old blue dragon (a lightning dragon), which would explain the assorted evidence around the chasm. Lady Carthelian asks Deiria to tell Templar Gareth of her recovery and send him to her.

Deiria goes back to the temple and informs Gareth, then fills the other heroes in on the vision. The group decides to head to Greymaire to see if they can uncover whatever the dragon was after in digging the chasm. They ask Prince is he knows of any "shinies" under that part of the city, and he says he does.

Prince leads them to a wizard's basement laboratory, where he accidentally summons a fire elemental. The party dispatches this foe easily, and then Allie and Prince uncover a secret door with stairs leading down...down...down...

Nearly 200 feet below Kalaman, the group comes out into a tunnel system. Prince locates and disables a falling brick trap and leads them into a chamber with two exits. He heads to one of the doors, but before he can open it, a shadow emerges from one of the walls. The shadow's incorporeal nature makes it a difficult opponent, but Galdar uses his vambraces of the "horn" to gore the spirit, and with some additional help from Allie's sound burst spell, they drive the shadow away, straight down through the floor.

Allie and Prince both nearly get pricked by poison needle traps when they try the exits, then Prince leads them through a short tunnel and into a very cramped chamber with four skeletons hidden in deep alcoves. Two more skeletons enter from the far door as the battle commences. The close quarters make the fight somewhat tricky, but a grease spell slows down a few skeletons, allowing everyone (except Prince who was pretty hurt by this point) to get their whacks in and send the restless dead back to their rest.

Through this last door, the group discovers a pitch black pit with shining lights at the (incredibly distant) bottom. As they stare down into the abyss, a skeletal figure with bedecked in many trinkets and holding a staff appears.

"May I help you" the figure intones.

About this Entry

This page contains a single entry by Paul published on March 16, 2009 5:17 PM.

Dragonlance Campaign, Parts the Seventh, Eighth, and Ninth was the previous entry in this blog.

Short Review: Runner Havens is the next entry in this blog.

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