======Forty-second session - 24 September 2004 - The Frost Giant Jarl======
[[Voyager41|(Previous Session)]] [[voyager#session_notes|(Back to Voyager Index)]] [[Voyager43|(Next Session)]]
In attendance:
| Jim | [[Bigby]] | Wizard/10 |
| Dave | [[Aramil]] | Ranger/10 |
| Val | [[Kesi]] | Monk/10 |
| Kurt | [[Pavo]] | Dwarf Sorcerer/1, Fighter/7 |
| Dana | [[Drusilia]] | Rogue/4, Fighter/4 |
| Ken | [[Ursa]] | Cleric/5, Monk/3 |
//Note: This session continues the Mini-Dungeon,
[[http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020329a,3|"Crumbling Hall of the Frost Giant Jarl"]],
written by Andy Collins//
Back into the Frost Giant lair. Kill the Jarl. Take the treasure.
(More details to come)
[[Bigby]] arrives safely at the commune with Dru, the unconscious [[Roderick]], and the
body of [[Pavo]]. Sorgul is able to revive [[Roderick]], who then is able to bring [[Pavo]]
back to life - after trading a number of bloodstones with Sorgul for the
diamonds necessary for his spell.
On his return, [[Pavo]] begins babbling about visions and coerces [[Roderick]] into
transcribing the following tale he claims to have experienced:
You awake from a sleep that you do not remember. At first, you are numb and the
world around you is silent and still. But slowly your senses return, starting
with the feel of a stone floor below you. You are lying on your back, but your
eyes refuse to focus. All you can see is a gray, swirling fog, lit by a
pervasive, but diffuse light. After a few seconds (or more?), you realize your
eyes are seeing clearly, but the fog blocks your view in all directions.
Gradually, your hearing returns as you discern the howl of a wind in the
distance. Outside, a storm is raging. But where are you? How did you get
here?
The questions scramble through your mind, not finding any answers in the chaos
of your thoughts. You remember a wall. The detail of the stonework was faded
and old. You remember others. Friends? Enemies?
"Get up!" A gravely voice commands from the fog.
Some of your senses and memory snap into place. You remember the underground
hall. The icy cold. The giants. And the great axe with a single-minded fury
behind it.
And then you remember the pain and the terror.
You recoil instinctively, before realizing it is only a memory. You reach your
hand up to your shoulder, where you remember the great blade cutting deep. But
instead of a wound, you feel only the metal of your armor. Your confusion
remains, but the stillness of the fog around you and the warm, smooth, stone
floor below combine to soothe your fears. A deep, inviting sleep beckons.
"I said, get up!" A metal boot nudges your side, jarring you from your reverie.
You roll your head to the side to see a dwarf standing over you. His face is
vaguely familiar, but you can't quite place it. Your confusion has not fully
faded, but after a frustrating pause, your mind finally realizes that he is
waiting for you to respond.
You try to get up, but find your body does not react as it should. Eventually,
after a few false starts, you manage to prop yourself up into a sitting
position.
Your companion glowers at you. "Didn't bring my axe, I see."
You see now that his armor is old and in desperate need of repair. He has no
visible weapon, and the cloth of his outfit is in tatters. A thick layer of
dust clings unnaturally to his beard and hair.
"Come on," he continues. "Clangeddin's field is a long march. We'll need to
get started if we're to make the next battle."
A woman's voice rings from behind you, "Not today, Einerk."
You turn to see a small, human woman in a sheer, white dress. Around her waist
is a black belt emblazoned in silver with a glyph you do not recognize. Her
skin is a deep, gold and glistens with moisture, causing it to cling to the
fabric of her dress. The details of her perfect breasts are clear beneath the
fabric and your body reacts quite suddenly and surprisingly to her form. She
walks closer and you notice that she is pregnant, though she is just barely
showing.
Her hair is black and slightly matted by water. She looks down at you with a
gaze that is comforting and warm. She smiles ever so slightly and your heart
races, as if her happiness is all that matters. When she speaks, her voice has
a faint background hiss, like the sound of falling rain.
"[[Pavo]] will be returning home soon," she continues. Though she is addressing
Einerk, her eyes remain locked on yours.
You begin a greeting. Or a question. Or something. But the fog of confusion
that you thought had faded seems to remain. Your thought sticks in your mind
and refuses to leave your lips.
The gentle smile fades from her face. You feel a panic begin to crawl into your
mind. Have you offended her somehow? Is she angry?
She reaches down to you and places a hand on your shoulder. The remembered pain
fades, replaced with the sensation of warm water. Her voice, with its gentle
hiss of rain, calms your anxiety as soon as the words reach your ears. "You and
your comrades have a long, important quest ahead. Einerk's axe is but a small
portion. More important are the crystals. The enemy believes they were lost in
the first age, and that he is safe from them. And he is right. But these are
their children, and I do not believe he knows of their existence."
Her gaze drifts away for a moment, as if a distant memory distracted her. When
she returns to you, her voice is stern. "His battle with Chaos has not gone as
well for him as he wished. Therefore, his eyes are not on this world. If the
crystals are reunited, though, he will become aware of them. Until that time,
there is no urgency. Please take your time to make it right. The stakes are
too high for failure."
"The next one can be found in the crypt of Glali in the palace under Blanan.
Your cousins on Thentao do not understand its role in their imprisonment. Once
that is explained, I suspect they will be glad to be rid of it."
Her gaze once again leaves yours. "Our time is nearly up. [[Roderick]] is preparing
to call you back. Lie back and the transition will be smoother."
Without hesitation, you do as she suggests. But was that your idea or hers?
She kneels at your side and leans over you, placing one outstretched palm on
your chest. Warm water drips from her hair and face, and still more from her
hand. You feel it seep around your armor and through your clothing. Your
muscles loosen and your eyelids droop. In the distance, you hear a man
calling your name over and over.
In a flash, the pain returns. Your muscles tighten. The blood in your veins
screams an agony for two heartbeats before your lungs have the energy to expel
the scream they have had bottled up for what seems like an eternity. You find
yourself lying on a cot in a small, unfamiliar room. Over you, [[Roderick]] stands,
his holy symbol held high as he mutters a quiet prayer.
"Thanks be to Imhotep!" he says as he looks down at you. "Now, let's see what
we can do about that wound."
The four rest at Sorgul's commune overnight, then attempt to teleport back to
Clangdun to meet the others at the rendezvous point. However, something goes
awry with [[Bigby]]'s spell and they find themselves deep in the orc-infested
mountains far to the north of Clangdun. [[Bigby]] manages to kill the only orc they
encounter and then preps another Teleport spell. This time, it is successful.
Meanwhile, [[Aramil]], [[Kesi]], and [[Ursa]] hustled through the rest of the day and into
the night to reach the safety of the Keep on the Borderlands. After a short
sleep, they head out the next morning and reach Clangdun that afternoon, a day
ahead of their schedule. They find [[Bigby]] and the others waiting for them.
With the party reunited and healed, it is decided that if the Frost Giants are
to be cleared out, it is best to do it sooner, rather than give them time to
improve their defenses. They head back toward the old city the next morning,
August 13th.
On the afternoon of August 14th, the party pulls up and camps about two or three
hours before reaching the Frost Giant's hall. They plan their assault that
night and begin preparing spells. [[Bigby]] casts a long version of Mage Armor on
himself, [[Kesi]], and [[Ursa]].
The next morning, [[Roderick]] casts a variety of protective spells on the party and
surprises them by suggesting that he remain outside. His argument is that his
spell complement will be used up by the protection and healing spells. While
the rest of the party is unsure of the wisdom of this strategy, they agree and
head into the icy entrance.
Immediately, they encounter their first obstacle: A Dispel Magic spell triggered
from a Glyph of Warding. This negates a few of the protective spells, but
otherwise does not slow the party down. Just beyond the glyph, two alert Ogres
are on guard. One begins screaming a warning and runs toward the tunnel to get
help, while the other stands to fight. A Frost Giant emerges from the guard
room, but all three enemies are killed quickly before more are alerted to the
party's presence.
After a quick trip outside to garner some healing spells from [[Roderick]], the
group returns into the tunnel. They find the body of the Cryohydra is still
there, but are surprised when it shambles to attack. Apparently, it has been
turned into a zombie. Since arrows are mostly ineffective and fireballs are too
dangerous, they are forced to step up and kill it by hand. Once again, they
succeed, but are wounded in the process.
Into the hall where the Jarl sat last time, the party encounters two Frost Giant
guards waiting for them. In addition, there are six Ogres, one of whom is a
skilled fighter. The Jarl, whose name they later learn is Gungir, rounds out
the opponents. A colossal battle ensues. Skills are tested to their limits,
spells fly, and what with one thing and another, the group is victorious.
Down a large hallway from the Jarl's "throne room", the corridor is blocked by a
convex stone wall. High up on the wall, a small hole has been formed which
drives straight back about ten feet. It appears to be the work of a Stone Shape
spell, but it leads nowhere. Carved on the wall, in Dwarven runes is the
following inscription:
In the year 706 of the third age, here
King Bagnar, closed the doors of Kalin
to seal in Qo'aycin, the usurper. May
she remain entombed in this prison of
her own making for all eternity.
Down a smaller hallway are a series of rooms. The first few are unoccupied
bedrooms, but the fourth is a trophy room, complete with mechanical and magical
traps. Beyond that, the hallway begins getting much colder. The last room
before the hallway turns a corner is where the Jarl apparently lived. In their
now is a female Frost Giant and her guardian, a Dire Polar Bear. She sics the
great beast on the party when they enter the room, but it doesn't last long.
After a brief negotiation, the party allows her to leave alive.
The last door, around the corner, is encrusted with ice, and a magic emanates
from behind it. The cold is so intense, though, that the party cannot stand to
remain there for more than a minute or two at a time. Luckily, [[Pavo]] had
discovered a magical ring in the trophy room which provided magical warmth.
With that ring, a heavy axe, and a little fire magic from [[Bigby]] and the others,
the ice is broken through and the door is opened.
Inside, the ice is a foot thick on the walls and floors, and the center of the
room has some kind of ice mass, which is the source of the detected magic.
However, the cold is much worse and even [[Pavo]] with his ring cannot remain there
for long.
Still, the party's curiosity drives them on and after some planning, a few more
spells, and more axe work, the ice mass is broken loose and the magical core
extracted.
Though they have to drag it on blankets because of its intense cold, the party
manages to take the ice outside. After much additional work, they reduce it
down to a long, thin chunk of ice about a foot long and a few inches around.
However, at this point, the ice reforms on its surface about as fast as it can
be scraped off. Much bickering and debating ensues about what it is and how to
learn more until eventually it is tossed into the camp fire. This seems to stem
the flow of frost and a translucent white crystal about ten inches long and two
across is revealed.
The Frost Crystal (as it is named) still produces magical cold and is painful to
hold with bare skin, but when wrapped up in heavy cloth, it is stable and can be
carried without obvious risk.
The group spends the rest of the day hauling the Giants' possessions outside,
where they are analyzed and tabulated. The following list includes the items
taken out on the party's first incursion into the hall:
**//Magic Items//**
* Crystal of Frost
* +1 light fortification breastplate
* +2 Warhammer
* Blue Steel Ring of Warmth (Endure Elements: Cold)
* Boots of Speed
* Cloak of Resistance, +2
* Circlet of Persuasion
* Headband of Intellect, +2
* Huge +1 Greataxe
* Potions of Cure Serious Wounds, 6
{{ longdeep.jpg?400}}
**//Money//**
* 1,492 gp
* 5,300 sp
**//Gems & Jewelry//**
* 144 Bloodstones (50 gp each)
* Intricately carved mammoth tusk (350 gp)
* Jeweled Helm sized for a dwarf (750 gp)
* 5 Leather collars, 10x100 gp bloodstones each (5,000 gp total)
* Platinum Bracers (500 gp)
* Silver Amulet (500 gp)
* Silver collar studded with small bloodstones (1,000 gp)
* 7 Silver collars (200 gp each)
* small art objects, 24 (137 gp total)
* Solid platinum torc sized for a Gargantuan wearer (1,500 gp)
**//Mundane//**
* Battered Crossbow
* Chain Shirt
* Crude map of the Long Deep //(see picture to the right)//
* Food and Ale
* Gargantuan Morningstar
* 8 Giant Bags containing all manner of foul things
* Huge Black Iron Greatsword
* Huge Greatclubs, 2
* Shovels, Picks, Hammers, and the like
* Skulls: Dire Bear, Frost Worm, Hound Archon, Large White Dragon, Several Dwarves
XP awarded: 3,625 for [[Bigby]], [[Aramil]], and [[Kesi]]; 6,125 for [[Pavo]], Dru, and [[Ursa]] (who make 9th level).