Uktar 13th – 17th, 1372 DR The Year of Wild Magic
Day 34 to 38
The Seven Pillared Hall
We get back to the Seven Pillared Hall completely exhausted from our trials in the Well and thoroughly sick of the stink of Gnoll. During the journey back we happen to pass the area where our old companions Dopey and Sleepy perished and decide to collect their bones, what little is left after the Hyena attack, and take them back to the Hall. There they can either be returned to their homeland for a proper burial or, should funds allow, we may find a way to bring them back from the land of the dead. Robb’s recently ravaged body is also carted along and all three sets of remains are left with the priestess Phaledra at the Temple of Hidden Light, a small shrine dedicated to Erathis goddess of law and civilisation.
We then check in with Orontor at the Customs House and tell him what we discovered in the Well. We show him the recovered documents detailing Paldemar’s alliance with Maldrick and his plan to topple the Mages of Saruun from power. Orontor is deeply troubled by these findings and goes deathly silent when we mention that Paldemar has dedicated himself to the worship of Vecna the God of Secrets.
After a short time Paldemar seems to recover from his brooding and notices us still in the room. He asks excuse for his lapse and says that what we have discovered both worries and saddens him as Paldemar was once a good friend and companion to all of the Saruuun Mages; to lose him to the worship of one of the undead Gods is deeply distressing and even worse to know that it is all to aid in the destruction of those he once called brother. Orontor asks us to rest and recover from our battles for a few days and then return when he has had time to contemplate this new information.
Leaving the mage to his musing we go back to our rooms at the Halfmoon Inn; the Dwarves all collapse into their beds to sleep through the rest of that day and all the next night while Cymbalta and Snow first take time to wash off the stink of Gnoll and demon blood, have a hearty meal and then join the dwarves in sleep. Should you ever encounter a dwarf who would rather sleep in a clean bed than simply collapse in his own filth then mark that day in your calendar for it will truly be a story to tell your grand-children.
Waking on the following day everyone feels much better and we decide to spend a few days tending to our gear, resting our bodies and recuperating our spirits. For the dwarves this means the imbibing of great volumes of beer and partaking in their favourite sports such as gnome bocce and elf darts. Originally these games were played with real gnomes and elves but such practices have since been deemed racist and are frowned upon. The dwarf brothers however are traditionalists and with their simple view of the world have seen this ruling as just an excuse to expand the games to include all races so that none feel left-out.
Elf Darts for example was once played only with captured elves who would have a sharp helmet strapped to their head (the ears being unsuitable as arrow-points but greatly assisting in flight control) and then be placed into a large customised arbalest and shot into targets painted upon the tavern wall (even if wasn’t wooden). So as not to appear racist the dwarf brothers have now expanded the game to include any convenient pointy eared creature so Gnomes, Goblins and even slow moving Githyanki have found themselves being thumped over the head by a dwarven hammer and then woken up strapped to a large crossbow surrounded by drunken shouting dwarves betting on whether or not they will survive hitting a target painted onto a solid rock wall.
Unfortunately during the second contest the dwarves make the mistake of choosing a passing Shardmind as their next ‘dart’ and instead find themselves being blasted by the creature’s psionic powers and must spend the next day semi-conscious and nauseous from the experience. Since this is not unlike recovering from a hangover after a good night out they don’t seem to mind too much.
After a few days Orontor summons the party once more and says that after much contemplation he feels that it is unlikely anyone will be able to reason with Paldemar so it is best that he be dealt with in a more final manner. He requests that the party follows the urging impulses exhibited by the key we located as hopefully it will leads us to Paldemar’s hiding place. Therein we are to deal with any minions we encounter and then do away with Paldemar. In return he promises gold, magic items and will pay for the resurrection of one of our companions.
After a short discussion (and a quick game of rock, paper, scissors, the default decision making tool for all dwarves) the party agrees to take on this task and choose Robb to be raised. Collecting our gear we set out after lunch to track down the renegade mage and end his threat.
Adventures of the Seven Dorks
The buggers really squirm don't they
Uktar 13th – 17th, 1372 DR The Year of Wild Magic