Oros Milav

Flight from the Den - Return to Douni

After slaying a very tenacious cloud-monster, we decided we had cleared the Den of Woe. On our way out, Elva, a Garaou-friend messenger, appeared and told Orthstirrgar that our presence was requested in Douni, by the Den-mother.

As we proceeded south, we came across a giant construct embedded in the mountainside [image to be posted elsewhere]. We fled from it, but it pursued. We eventually ambushed it in a swamp near Harn, and left its broken body in the water. Eledan chipped off a piece to take to Leovan, recalling an image of these constructs flying out of the scales of the Breaker. Leovan later revealed that these things were created by the Lilithiul in ancient times, but were stolen and used by the Breaker (he used the word “spawn”).

Presently, we proceeded to Harn. The soldiers told us strange things were afoot, so we stayed watchful. At night [x hours after dusk?], a veritable river of undead passed by. A lighted arrow was shot into one of them; it didn’t react. We stood next to the procession of zombies, casting red and green light on them as they passed, and they didn’t react.

We first tried walking upstream (North). The column of corpses seemed endless, but at dawn, they disappeared from sight. The next day, we walked downstream (South), while sending riders from Harn upstream to look for the source. The trail was clear of all animal life. At night we saw the zombies again [x hours after dusk?]. We pursued them for days, going miles out of our way (due south, rather than southeast towards Douni). The riders of Harn returned, carrying a violet stone they’d found north of Douni.

After an ill-devised ambush in the snow (and a mostly unhelpful airlift), our quarry suddenly turned due West. We searched the immediate area and found another violet stone, perhaps a waypoint. We pursued them West and found them gathering in an ancient battlefield—the site of the Battle of the Three Moons. We got the drop on three robed humanoids, but they immediately vanished, taking all the zombies with them.

We decided to leave the investigation for the time being and travel to Douni. We could not bring the owlbears into the city, so Orthstirrgar took them up to Ormer’s Point himself while the rest of us explored the city. Traders from the lands of the Sun Kings were peddling their wares. Aiish got a dragon familiar. Eledan got some potions. Vondal got drunk.

At the meeting with the Garaou, Valka spoke that the army of dead on the march towards Salanista. Elva went missing some time ago. The deliberation: do we start from this end, or start from the Salanista side? To start looking for her, or the army of the undead?

That night, Aiish, Eledan, and Karyanin stayed at Leovan’s. Eledan was awoken in the night by Helen, who led him through a secret door to a hidden shrine. It had two gold rings, one red rose, one blue rose, and a picture of a couple with a child. Glowing letters appeared: “There will be a reckoning.” Helen was acting strangely, as though she perfectly understood. Eledan tried talking to her, but she was unresponsive. She went upstairs aa Leovan returned. He seemed wounded. Helen helped him to his room. Eledan returned to bed and did not sleep.

Den of Woe

After Aiish dispersed the spirit manifestations, the party continued on to the next chamber. In the next chamber, they were assailed by swarms of lights. The companions finally triumphed after a long and arduous fight.

And there, in an alcove at the end, Wiglaf and the others found a stele and the dessicated corpse of a female kurothe with an inexplicably large exit wound in her back, with her heart and much of her spine missing. It was Thrunnadae, who had stolen the stele from Wiglaf so long ago. Wiglaf found a note addressed to him on her body. In it, she claims the stele is a key, and that she was about to perform a cleansing ritual, possibly at the cost of her life. On that count, it seems she was right. Wiglaf’s vow of silence came to an end at that moment, the terms had been met.

Having made a cairn for Thrunnadae, the party is ready to proceed further into the Den.

Den of Woe

Located the Den of Woe in the southern foothills of Mt. Mortal Dragon.

Found Kurothe runes inscribed on trees and stones leading up to the Den. Wiglaf recognized them as markings from someone in his tribe.

The owlbears refused to actually enter the Den. Inside, the fog churned thick about the floor and glowing balls of light swam about the ceiling. They kept keening in a way that threatened to drive everyone mad, and periodically attacked the group. Eledan managed to arrive in time to help fight off the first batch of life-leeching lights.

In the depths of the Den was a small pond filled with black liquid. A black drake rose from the water but Orthstirrgar jumped onto its back and ripped it to shreds despite the acidic blood burning him. When the drake died the body disappeared into clouds of keening lights. Karyanin started screaming about blood and fire; nothing could calm him down, so Wiglaf shoved the gnome into his pocket to mute the noise. Vondal Steelheart got patched up, but stayed snoring on the cargo disc to sleep off both the acid burns and his hangover.

Across the water was an ancient human-sized corpse, skull pinned to the wall by a crossbow bolt with an empty crossbow lying next to it. Behind the body was a small alcove in which was hidden a chest containing a lahou-sized amulet, an ermine mask, and a giant bearskin rug. Eledan quickly found out that the mask turned the wearer into an ermine. Wiglaf took the skin as a cloak. Orthstirrgar took the amulet.

Upon exiting the chamber with the pond, more lights attacked the group. They elected to rest outside the cave for a bit after that, whereupon Orthstirrgar beheld a vision while contemplating the garaou symbols inscribed on the amulet. Eledan noticed more Kurothe runes on the outside of the cave carved in a shaky hand. He pointed them out to Wiglaf, who spoke for the first time since meeting anyone – “She was here.” Then he promptly passed out from exhaustion.

Upon re-entering the cave they went north and came across a series of ebon pools. Orthstirrgar saw tentacles rise up from the depths of the pool and drag him under, but everyone else just saw him keel face-first into the water. Wiglaf fished him out, but couldn’t fish anything else up using his halbert as a pole. Orthstirrgar used the crystal obtained from Azdreyri’s lair and it dispelled the magic on the water, at least for as long as the light from the crystal shone into it.

They passed the pools into larger chambers where the fog grew thick. Something kept flickering out of the corner of Orthstirrgar’s vision but whenever he pounced he found nothing bug fog. Azdreyri’s crystal could barely give off light in that chamber. They ventured as far north as they could until they found more black water, then veered off to the west.

In the next chamber to the west they encountered visions. Eledan’s mother, Orthstirrgar’s aunt, and Wiglaf’s grandfather all appeared in clouds of swimming balls of light. Aiish couldn’t see any of them. Wiglaf asked the house spirit residing in Eledan’s dala horse but the spirit replied that the entire cave was empty of spirits it could sense. Eledan realized that if Aish approached one of the apparitions it would disappear. Aiish guesses it has something to do with the amulet her father gave her.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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