The Blade of the Raven Queen

Pushing the Envelope.
three and a half days since the abducted children

Searching the Great Factory they find some of the items left by the Grells former victims.They manage to open the Classroom and the Weaver’s workshop finding some remnant magics that animates the spinning wheels and some old Dwarven formulas for Automatons, Engineering and crafting.

They go through the arched double doors into the Foyer. Open a sleeping quarters and eventually manage to open the lever room they found when they first arrived. Manipulating the lever allows Eevi to detect that the sounds are coming from the south wall. Searching reveals a secret door and a Pit Trap that the lever secures when the lever is down.

At the far end of the 40ft hallway they manage to find another secret door which leads to the Dwarven Masks room at the base of the entry stairs. Retreating back the way they came they dismantle the eastern barrier in the Great factory and find a Forge to the north.

Eevi finds one of the Keys to the many Gear doors in a Barrel of scummy water by the entrance.

Coming down south they re-enter the room where they fought the shadows and check out a new room, the Jeweler’s workshop where Elrik finds another of the strange rod keys.

Moving further south they re-renter the room where they fought the automaton that came out of an invisibility sphere. Searching it Sascha discovers a Blue Spinel ‘heart’ and another of the strange key rods that seems to have been jammed into the gears of the machine.

Next comes the Room covered in a Hallucinatory Terrain illusion. Some believe it to be real “Obviously fine Dwarven Engineering at it’s best!” while others manage to see through it fairly quickly.

The dining hall comes next, some of it’s ancient wooden furniture is turned into additional torches. The bathroom holds a surprise for Jurgen as he approaches the 10×20ft bathing pool with his shield above his head to protect from the webs above only to have a Giant Spider leap from the illusory water below him. Two smaller spiders join but all three are quickly dispatched.

In what appears to have been a Kenku loot room they find a pile of armour and the corpse of a carrion crawler. Jurgen disturbs the remains and discovers 2 chests hidden within it.

They then open the latrine, another sleeping quarters and then pause, wondering if they should push on or return to the surface for a rest.

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A few Cock's can be Hard to Handle.
When half the party turns to stone ...

The theater turns out to be an ambush as a Kenku beneath the stage releases 4 Cockatrices when Elrik opens the stages trap door. Eevi is knocked Unconscious even as the Cockatrices stoning bite works on her, by the time she slumps unconscious she is Petrified. Suddenly everyone realizes that these are not Stirges!

Sascha and Jurgen continue to tank as best they can, cornering the vicious little things even as the Kenku handler rains arrows into their midst. Elrik finds himself struck and restrained, his hands lifting to the heavens in a ‘WTF’ gesture of frustration. He is petrified soon after in said position.

Aldonus soon follows before the rest manage to drop the crazed critters and their Handler. Sigfrith is badly hurt. To make things worse the survivors can hear activity coming towards them, no doubt responding to the thunderous BOOM that Eevi let off with her thunder wave spell earlier.

With only minutes Sascha and Jurgen manage to drag the effigies of their former allies down below the stage while Sigfrith collects the corpses of their enemies.

Tense moments drag by as they remain quiet. But things go their way as the Kenku and unidentified bruiser seem to rush through the room without properly exploring it.

Sigfrith believes that the petrified state is temporary, 24 hours in fact, and the decision is made to rest. Here. In the bowels of the Theater, for 24 hours.

The party restored, they move on.

  • They cross a room with empty pedestals and display cases.
  • They enter a ‘Throne Room’ with a dwarf sleeping on the throne.
  • They pierce the illusion fairly quickly and scare off a patrol of Kenku.
  • They find a damaged automaton similar to the one they first fought. Jurgen gives it a command to stop in Dwarven and is pleasantly surprised to find it obeys him. He commands it to deactivate and it shuts down and won’t power back on when he tries to command it again.
  • They find a workshop with a tarp covered automaton and this time Jurgen merely commands it to stop and then figures out it’s controls quickly.
  • They pass through an area that must have once housed Generators of some kind and come up to another Barricaded hallway. Jurgen has the Automaton smash it’s way through.

In a large room with a glowing gear suspended from the ceiling they encounter a Grell. Elrik has the misfortune of being ambushed and carried off into the air. Jurgen and Sascha struggle to come to grips with it while everyone else strikes at it from range despite having the chance of striking their Cleric. Elrik is knocked unconscious and the Grell has had enough, it seeks to escape but Jurgens hammer crushes down into the Brain like Hemisphere and ends it’s life.

They stabilize Elrik and take a breath…

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Tahn Buhldir
Beware the Doors with Teeth ...

The party decides to push on encountering a group of three shadows. It’s a hard encounter with Eevi and Sigfrith going down to their strength draining touch. Healing the fallen they decide to head back to Cauldron for healing and to regain their strength.

(Level 2)

At the temple of Athena they receive complimentary healing and refreshments as they reveal what they’ve found so far to Jenya. Impressed Jenya invites them to stay for the night promising to go to the authorities in the morning with what they’ve found.

The next finds them at Delve’s Locks once again, only now there are guards posted outside and Skylar is inside. He informs the party that Lysandros has not been seen since the day before.

Searching the building they discover clues.

  • Lysandros’ kitchen – Most of the food has gone bad.
  • His personal Journal hasn’t been written in for the last three months.
  • They find a Map to Tahn Buhldir among his possessions which include a spellbook.

Jurgen is informed by Skylar that ‘Ricki’ has been fined and removed from the city watch for his participation in the assault on Ruphus Laro.

Venturing back down into Tahn Buhldir Jurgen discovers a pit trap, finds a hidden map room due to an inconsistency on the map they found. They discover the hall of dancing lights and are ambushed by a murder of Kenku’s. Fighting them off successfully they move to the west getting their first glimpse of what appears to be a theatre …

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All that Glitters ...
The Locks are Key to FInding Them ...

With the coming of the next day, the diverse group regroups at the temple of Athena.

The first there are Aldonus and Elrik, as they had spent the night under the Athenites generous offer of a free room.

The next was Sigfrith Bakkerson, arriving only recently into town and being directed here by the doorman at the Bluewater academy.

Last to arrive were Jurgen, Sascha and Eevi Making their way from the Drunken Centaur Inn.

Lucius was held back at the Academy, his seniors having saddled him with an impossible list of tasks to complete.

After new introductions were made and Jenya’s offer of employment to Sigfrith, details were discussed.

Jenya reveals that the Spear of Athena had given her a divine message, one that would hopefully help in the group’s mission to find the missing orphan children.

The Locks are key to Finding them.
Look Beyond the Curtain, below the cauldron.
Beware the Doors with Teeth.
Descend into the Malachite Hold,
Where precious life is bought with Gold.

Everyone quickly pitches in ideas and thoughts, and Jurgen seems to take informal control of the group.

They investigate the Orphanage, learning of Gretchyn Tashykk, Patch and the other staff. They question one of the boys who had had a vivid dream the night of the abduction.

Moving to Delve’s Locks they find a ‘curtain’ and proceed to question Lysandros Delve. Jurgen manages to get through to the Dwarven Locksmith and is allowed entry into the backroom beyond the curtain. While Lysandros goes to ‘Lunch’.

Entry into Tahn Buhldir is found and they proceed down into the depths of a cursed Dwarven Trading Facility.

Kenku are encountered. Aldonus is Stabbed viciously but lives, and the group fights off a small group of the avian mimics before taking a moment to catch their breaths …

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It begins
... to all things Rust.

With Sascha Øksdóttir as an intermediary and the good will of Jurgen Frostbeard the group has gathered together for drinks and talk.

A commotion in an alley leads to the group saving Ruphus Laro from a gang of Alley Bashers. They help the priest return safely to the Temple of Athena and meet the Interim head of the Church Jenya Urikas. She thanks and rewards the characters before launching into an offer of employment. She hopes to make use of the groups diverse skills to help solve the mystery of the missing Orphans.

She offers everyone a place to stay and to make an Offering to Athena upon a sacred weapon to receive a divination for the next day, Hoping Athena will provide her and the group a clue.

Sasha, Jurgen and Eevi return to the Drunken Centaur Inn, Lucius to his rooms at Bluewater Academy and the rest take Jenya on her offer of shelter.

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