Farion's Tale Chapter Two
After two days of celebration at the return of young Arnold Dinkle to his mother, the sun begins
to rise on the fifth of Welsun as the newest crowned heroes of Kindleview lay sleeping in their
beds. Frostbeard Hammerstone sleeps the hardest; he dreams of ale. Unlike his cousin, Dugan
Rex Brewmeister sleeps fitfully as he has flashes of a lost battle that continues to haunt him.
Farion Malister dreams of his family and remembers missed opportunities to spend time with
his parents when he was a young elf when he would cause trouble by lighting teachers on fire
and terrorizing classmates with various spells.
As the sun starts to peak through the window in Farion’s room, his dream suddenly becomes
less of a memory and more of something else. He begins to see something new, a large castle
with red banners. A loud female voice speaks, “Hello, my son.” Farion wakes.
The three adventures, coincidentally… or should I say, conveniently, make their way from their
rooms simultaneously and head downstairs for breakfast. They enter the main hall to see
Deimos of the Red Flag, a short, thin bald man, sitting at a table with one other man. The
stranger is a large man, long hair tied back and a braided beard, sitting stoically with Deimos
but not eating. Deimos consumes his breakfast, and begins to explain to our adventurers the
very reason for their arrival in Morriganland.
Deimos explains, “I work for King Argos, the king of the Red Flag. Recently we’ve discovered a
traitor in our midst. Marcus Strong-arm is a mercenary who has entered the ranks of the Red
Flag troops and is trying to overthrow King Argos. I believe Marcus is searching for artifacts to
help him overthrow the king. I need resources from outside our troops to help me on this
quest.”
Farion, interest piqued in another’s search for unique artifacts, “What type of items is Marcus
looking for?”
“The first item I believe he seeks is the Amulet of Luck,” Deimos explains. “Near the town next
over there is an Elven burial chamber that is the grave of Seraphina Vergehold. The legend
holds that Seraphina went mad before she died.”
Frostbeard asks, “What’s the amulet do?”
“It makes the person wearing it more likely to help them achieve what they are trying to do.”
“Any risk of angering the gods?” Dugan asks, always taking the respectful approach when
approaching deity elements.
Deimos assures the party that Seraphina wasn’t wearing the amulet when she was buried so
we shouldn’t disturb the grave. With this reassurance, the party decides to proceed with the
search but not without first stopping for some shopping.
The three adventurers step outside with Deimos and Carl the Fist (Deimos’ bodyguard). They
immediately see a carriage that Carl jumps up onto the bench to drive the carriage.
“Gentlemen, I’m working through some experiments inside my carriage so I must ask you to
ride atop the roof so I can accomplish my alchemy work.”
The dwarves and elf heft themselves up onto the roof. On the way to Kelby’s store the three
consume the famous Dinkle berry pie that Clara gave them before they left. All agreed it was
delicious.
When they reach the store, the adventurers go inside for some supplies. Farion changes
Gawain the Hawk into Modred the Bat… he does so inside the store… they are politely asked
to leave.
The carriage continues on the road and passes by Lowenden and travels along a river.
Eventually Deimos directs Carl to pull the carriage off the main road. As the carriage stops,
Deimos steps out from the carriage and pushes back on the bushes to see the other side. The
Deimos in his white robes and red sash then disappear behind the bushes. He calls out to the
adventurers to join him. The three dismount from the roof and follow after the old man. They
find the edge of a ravine; looking down an 80 foot drop to the water. Before them they see an
old wooden bridge, approximately 75 feet of rickety looking rope and planks. The adventurers
see a large spiderweb under the bridge that connects to the far side of the ravine, and near the
bottom of the web is a squirming sack.
Farion and Dugan walk out onto the bridge and as they do the web sack moves as if in
response to the activity above them. Frostbeard follows behind the others. Deimos calls out,
“I’ll wait here until it’s safe to cross.” As Frostbeard comes to a stop a few steps out onto the
bridge, his last step breaks one of the planks. The sack on the web reacts but then from under
the bridge climbs a giant spider. The spider strikes out at Farion. Farion retaliates by casting
Ray of Frost and then runs across the bridge. Dugan attacks the spider, runs across the bridge
to Farion and then casts a healing spell on Farion. Frostbeard moves toward the spider and
attacks. Good ole’ Frosty enters into a rage. The giant spider turns to his latest attacker and
lashes out at Frostbeard who because of his rage, avoids the full force of the attack and repels
the poison from the spider. Farion follows with a Magic Missile and weakens the spider.
Dugan brings his warhammer down on the creature and knocks the spider off the bridge. The
spider hits the ravine edge as it falls to its death.
“Hey guys, I think if we move slowly, we won’t disturb the spiderweb,” Dugan announces.
The party, including Deimos, slowly make their way across the bridge and follow a small path
that snakes back towards the ravine. They hit the edge of the ravine and Deimos directs the
adventurers to a ledge on the cliff and a hidden archway.
They enter the archway and down a few steps. Deimos points out a trap that the group steps
around. “This is where I leave you,” Deimos states. “But first, this.” He pulls a vial out of a red
liquid and empties the contents of the liquid onto the adventurers’ hands. They realize it’s
blood. “This is blood from the Vergehold bloodline. It might be helpful on your journey.” With
that Deimos motions the party forward and into the darkness. Farion casts Light onto Dugan
warhammer so the entire party can see better.
The adventurers enter a chamber and see a door in front of them. There is a small structure
with three levers, and at the base of structure under one lever is a pile of bones. In Elvish the
door says, “Heirs of Seraphina - Three. Do not venture to set her free. Pay your respects if you
be so kind. But beware the curse or lose your mind.”
The three heroes, almost instinctively, simultaneously grab an individual lever and the door
opens. The room they step into is large with vaulted ceilings and archways. Torches light the
room as they enter.
Two open archways on each side, leading to darkness. At the end of the room is an archway
into another chamber. Second chamber on the right has torch-light. Dugan shares his
knowledge of the elvish tomb and burial process. He tells of chambers full of gifts and items of
memory to the deceased.
Farion sends his familiar, Mordred, into first chamber on the left and telepathically investigates
the chambers via the bat. There is a portcullis in the room that is down but not all the way.
They make their way into this room and follow as Modred moves past the portcullis. The
second room is empty except for candelabras, likely ransacked by thieves.
The party returns to the main chamber and investigates the first chamber on the right. It
appears that another hallway has a pile of rocks blocking the path. Dugan investigates to see if
he understands the reason for the rock slide and struggles to identify the source.
Farion casts Detect Magic and finds nothing of value. They check the second room of the
right. It’s a library with books on music and poetry. Continuing past this, the party enters
another room to the west with three more offshoots from this room. This room at the south is
empty. The adventurers look around the room and see that the dust has settled but there are
spots that are recently void of dust. They loop back around and enter a large chamber.
Part of the wall of this chamber is missing and at the center of the room is a pool of water with
two Aarakocra (bird humanoids). They shriek and jump back, raising javelins towards the
heroes. One of them shouts back as if to speak to others. Dugan speaks out to see if they
understand Common. Dugan starts to talk to them. They offer to have us wait two hours if they
leave one of their party. Farion agrees to the terms and then sneakily casts a Charm Person
spell onto the bird-humanoid. This Aarakocra doesn’t speak Common so the conversation isn’t
very productive. A loud clanging noise is heard and the Aarakocra takes off. The party follows
him into a room with a trap at the center. One chamber off this room is blocked by a gate and
two Aarakocra are trapped inside.
The party tries to lift the gate. It comes two feet off the floor but everyone has to keep hands
on it. Frosty grabs the candelabra to use as a lever for holding up the gate. The Aarakocra
crawl out under the gate and flee from the tomb. The party returns to the main chamber. They
see two statues of armor in stone and a half-wall with three levers similar to the one the party
entered. They pull the handles simultaneously. The handles drop and the door in front of them
opens, dropping into the floor. It reveals a short iron fence. Behind the fence is a pedestal with
a statue of a neck and a blue item on the neck.
Before reaching out for the amulet, the adventurers explore more of the tomb and discover the
sarcophagus of Seraphina. Dugan starts by paying his respects to the deceased elf;
Frostbeard and Farion follow suit although it seems they do so in hopes of this being the
magical key to accessing the amulet.
They return to the main chamber. Farion casts Mage Hand and with it picks up the Amulet and
brings it over the gate. As it passes the gate, it activates the two statues in the room. They
come alive, one with a sword and one with a hammer. Farion grabs the amulet from the Mage
Hand, moves into position and shoots Burning Hands at the hammer armed statue. Then he
puts on the amulet. As he does, he brushes his hand against the amulet and it turns from blue
into red. The Hammer Statue attacks Frostbeard and does damage. Sword Statue attacked
Dugan. Frostbeard engages the Hammer Statue. Frostbeard attacks with two hand-axes.
Dugan attacks with a spell on the Sword Statue. Farion casts Ray of Frost. Minimal impact on
Hammer Statue. Dugan attacks Sword Statue and knocks an arm off the statue. Farion
returns Amulet back to pedestal using the Mage Hand… nothing changes. Hammer Statue
swings his hammer at Frostbeard and hits him. Sword Statue swings at Dugan and misses.
Frostbeard swings his flail at Hammer Statue and knocks one of the statue’s arms off. He
stabs the Hammer Statue in the eye with his javelin and the Hammer Statue collapses into a
pile of rubble. Dugan misses. Farion moves towards Sword Statue and casts Ray of Frost.
Sword Statue swings his sword at Dugan and hits him. Frostbeard moves to the Sword Statue and misses with his flail. Frosty attacks again with his hand-ax and the Sword Statue
collapses.
The adventurers grab the amulet again and spend a significant length of time exploring the
tombs thoroughly. Once satisfied, or at least resigned to not accessing all areas of the tomb,
they return to the entrance. Deimos waits for them. They hand over the Amulet of Luck and
with a quick move, Deimos steps back and activates the gate that closes down. The large
structure separates Deimos from the adventurers and traps them in the tomb.
With no known way out, the party re-enters the tomb and continues exploring. They stumble
upon a love potion, find a fire-breathing potion, a staff of unknown properties, and a gold
helmet with a broken eye-piece.
Eventually they return to the chamber with a fountain where they discovered the Aarakocra
party. They look out of the tomb from where the wall was broken away and see down to the
river below. The distance isn’t too high and they collectively decide to risk the plunge.
The elf and two dwarves jump into the water. As they come to the surface they are quickly
moved downstream. The water continues to pick up speed and they hear rumbling in the
distance. Dugan spots a small boat caught on the rocks and he grabs it. With one hand on
the boat, he reaches out to Farion and catches him. Farion in turn grabs Frostbeard, who
climbs over the others and into the boat. All three get into the boat and strap themselves
down.
Frostbeard pushes the boat off the rocks and small structure careens off the waterfall. The boat
dips under water and resurfaces come back up. With all three adventurers still tied off, the
battered craft continues down the rapids. The second waterfall is unavoidable and the boat
careens off the edge. The boat, having valiantly protected its passengers, hits the water at the
base of the falls and shatters into pieces. The party discovers they are no longer in the ravine
but a fast river in a valley. They continue to move down the river and look up to see a stone
wall. They float down and go off a third waterfall and land in a lake. They come to the surface,
wet and exhausted. They look up to see the stone wall stop and a dock not too far away at the
edge of the lake.
They swim to the docks and climb up the first ladder they find. Five armed guards approach
them on the dock. A tall man, wearing plate armor and a red tunic, steps forward and lifts his
helmet. “Come with me.”
to rise on the fifth of Welsun as the newest crowned heroes of Kindleview lay sleeping in their
beds. Frostbeard Hammerstone sleeps the hardest; he dreams of ale. Unlike his cousin, Dugan
Rex Brewmeister sleeps fitfully as he has flashes of a lost battle that continues to haunt him.
Farion Malister dreams of his family and remembers missed opportunities to spend time with
his parents when he was a young elf when he would cause trouble by lighting teachers on fire
and terrorizing classmates with various spells.
As the sun starts to peak through the window in Farion’s room, his dream suddenly becomes
less of a memory and more of something else. He begins to see something new, a large castle
with red banners. A loud female voice speaks, “Hello, my son.” Farion wakes.
The three adventures, coincidentally… or should I say, conveniently, make their way from their
rooms simultaneously and head downstairs for breakfast. They enter the main hall to see
Deimos of the Red Flag, a short, thin bald man, sitting at a table with one other man. The
stranger is a large man, long hair tied back and a braided beard, sitting stoically with Deimos
but not eating. Deimos consumes his breakfast, and begins to explain to our adventurers the
very reason for their arrival in Morriganland.
Deimos explains, “I work for King Argos, the king of the Red Flag. Recently we’ve discovered a
traitor in our midst. Marcus Strong-arm is a mercenary who has entered the ranks of the Red
Flag troops and is trying to overthrow King Argos. I believe Marcus is searching for artifacts to
help him overthrow the king. I need resources from outside our troops to help me on this
quest.”
Farion, interest piqued in another’s search for unique artifacts, “What type of items is Marcus
looking for?”
“The first item I believe he seeks is the Amulet of Luck,” Deimos explains. “Near the town next
over there is an Elven burial chamber that is the grave of Seraphina Vergehold. The legend
holds that Seraphina went mad before she died.”
Frostbeard asks, “What’s the amulet do?”
“It makes the person wearing it more likely to help them achieve what they are trying to do.”
“Any risk of angering the gods?” Dugan asks, always taking the respectful approach when
approaching deity elements.
Deimos assures the party that Seraphina wasn’t wearing the amulet when she was buried so
we shouldn’t disturb the grave. With this reassurance, the party decides to proceed with the
search but not without first stopping for some shopping.
The three adventurers step outside with Deimos and Carl the Fist (Deimos’ bodyguard). They
immediately see a carriage that Carl jumps up onto the bench to drive the carriage.
“Gentlemen, I’m working through some experiments inside my carriage so I must ask you to
ride atop the roof so I can accomplish my alchemy work.”
The dwarves and elf heft themselves up onto the roof. On the way to Kelby’s store the three
consume the famous Dinkle berry pie that Clara gave them before they left. All agreed it was
delicious.
When they reach the store, the adventurers go inside for some supplies. Farion changes
Gawain the Hawk into Modred the Bat… he does so inside the store… they are politely asked
to leave.
The carriage continues on the road and passes by Lowenden and travels along a river.
Eventually Deimos directs Carl to pull the carriage off the main road. As the carriage stops,
Deimos steps out from the carriage and pushes back on the bushes to see the other side. The
Deimos in his white robes and red sash then disappear behind the bushes. He calls out to the
adventurers to join him. The three dismount from the roof and follow after the old man. They
find the edge of a ravine; looking down an 80 foot drop to the water. Before them they see an
old wooden bridge, approximately 75 feet of rickety looking rope and planks. The adventurers
see a large spiderweb under the bridge that connects to the far side of the ravine, and near the
bottom of the web is a squirming sack.
Farion and Dugan walk out onto the bridge and as they do the web sack moves as if in
response to the activity above them. Frostbeard follows behind the others. Deimos calls out,
“I’ll wait here until it’s safe to cross.” As Frostbeard comes to a stop a few steps out onto the
bridge, his last step breaks one of the planks. The sack on the web reacts but then from under
the bridge climbs a giant spider. The spider strikes out at Farion. Farion retaliates by casting
Ray of Frost and then runs across the bridge. Dugan attacks the spider, runs across the bridge
to Farion and then casts a healing spell on Farion. Frostbeard moves toward the spider and
attacks. Good ole’ Frosty enters into a rage. The giant spider turns to his latest attacker and
lashes out at Frostbeard who because of his rage, avoids the full force of the attack and repels
the poison from the spider. Farion follows with a Magic Missile and weakens the spider.
Dugan brings his warhammer down on the creature and knocks the spider off the bridge. The
spider hits the ravine edge as it falls to its death.
“Hey guys, I think if we move slowly, we won’t disturb the spiderweb,” Dugan announces.
The party, including Deimos, slowly make their way across the bridge and follow a small path
that snakes back towards the ravine. They hit the edge of the ravine and Deimos directs the
adventurers to a ledge on the cliff and a hidden archway.
They enter the archway and down a few steps. Deimos points out a trap that the group steps
around. “This is where I leave you,” Deimos states. “But first, this.” He pulls a vial out of a red
liquid and empties the contents of the liquid onto the adventurers’ hands. They realize it’s
blood. “This is blood from the Vergehold bloodline. It might be helpful on your journey.” With
that Deimos motions the party forward and into the darkness. Farion casts Light onto Dugan
warhammer so the entire party can see better.
The adventurers enter a chamber and see a door in front of them. There is a small structure
with three levers, and at the base of structure under one lever is a pile of bones. In Elvish the
door says, “Heirs of Seraphina - Three. Do not venture to set her free. Pay your respects if you
be so kind. But beware the curse or lose your mind.”
The three heroes, almost instinctively, simultaneously grab an individual lever and the door
opens. The room they step into is large with vaulted ceilings and archways. Torches light the
room as they enter.
Two open archways on each side, leading to darkness. At the end of the room is an archway
into another chamber. Second chamber on the right has torch-light. Dugan shares his
knowledge of the elvish tomb and burial process. He tells of chambers full of gifts and items of
memory to the deceased.
Farion sends his familiar, Mordred, into first chamber on the left and telepathically investigates
the chambers via the bat. There is a portcullis in the room that is down but not all the way.
They make their way into this room and follow as Modred moves past the portcullis. The
second room is empty except for candelabras, likely ransacked by thieves.
The party returns to the main chamber and investigates the first chamber on the right. It
appears that another hallway has a pile of rocks blocking the path. Dugan investigates to see if
he understands the reason for the rock slide and struggles to identify the source.
Farion casts Detect Magic and finds nothing of value. They check the second room of the
right. It’s a library with books on music and poetry. Continuing past this, the party enters
another room to the west with three more offshoots from this room. This room at the south is
empty. The adventurers look around the room and see that the dust has settled but there are
spots that are recently void of dust. They loop back around and enter a large chamber.
Part of the wall of this chamber is missing and at the center of the room is a pool of water with
two Aarakocra (bird humanoids). They shriek and jump back, raising javelins towards the
heroes. One of them shouts back as if to speak to others. Dugan speaks out to see if they
understand Common. Dugan starts to talk to them. They offer to have us wait two hours if they
leave one of their party. Farion agrees to the terms and then sneakily casts a Charm Person
spell onto the bird-humanoid. This Aarakocra doesn’t speak Common so the conversation isn’t
very productive. A loud clanging noise is heard and the Aarakocra takes off. The party follows
him into a room with a trap at the center. One chamber off this room is blocked by a gate and
two Aarakocra are trapped inside.
The party tries to lift the gate. It comes two feet off the floor but everyone has to keep hands
on it. Frosty grabs the candelabra to use as a lever for holding up the gate. The Aarakocra
crawl out under the gate and flee from the tomb. The party returns to the main chamber. They
see two statues of armor in stone and a half-wall with three levers similar to the one the party
entered. They pull the handles simultaneously. The handles drop and the door in front of them
opens, dropping into the floor. It reveals a short iron fence. Behind the fence is a pedestal with
a statue of a neck and a blue item on the neck.
Before reaching out for the amulet, the adventurers explore more of the tomb and discover the
sarcophagus of Seraphina. Dugan starts by paying his respects to the deceased elf;
Frostbeard and Farion follow suit although it seems they do so in hopes of this being the
magical key to accessing the amulet.
They return to the main chamber. Farion casts Mage Hand and with it picks up the Amulet and
brings it over the gate. As it passes the gate, it activates the two statues in the room. They
come alive, one with a sword and one with a hammer. Farion grabs the amulet from the Mage
Hand, moves into position and shoots Burning Hands at the hammer armed statue. Then he
puts on the amulet. As he does, he brushes his hand against the amulet and it turns from blue
into red. The Hammer Statue attacks Frostbeard and does damage. Sword Statue attacked
Dugan. Frostbeard engages the Hammer Statue. Frostbeard attacks with two hand-axes.
Dugan attacks with a spell on the Sword Statue. Farion casts Ray of Frost. Minimal impact on
Hammer Statue. Dugan attacks Sword Statue and knocks an arm off the statue. Farion
returns Amulet back to pedestal using the Mage Hand… nothing changes. Hammer Statue
swings his hammer at Frostbeard and hits him. Sword Statue swings at Dugan and misses.
Frostbeard swings his flail at Hammer Statue and knocks one of the statue’s arms off. He
stabs the Hammer Statue in the eye with his javelin and the Hammer Statue collapses into a
pile of rubble. Dugan misses. Farion moves towards Sword Statue and casts Ray of Frost.
Sword Statue swings his sword at Dugan and hits him. Frostbeard moves to the Sword Statue and misses with his flail. Frosty attacks again with his hand-ax and the Sword Statue
collapses.
The adventurers grab the amulet again and spend a significant length of time exploring the
tombs thoroughly. Once satisfied, or at least resigned to not accessing all areas of the tomb,
they return to the entrance. Deimos waits for them. They hand over the Amulet of Luck and
with a quick move, Deimos steps back and activates the gate that closes down. The large
structure separates Deimos from the adventurers and traps them in the tomb.
With no known way out, the party re-enters the tomb and continues exploring. They stumble
upon a love potion, find a fire-breathing potion, a staff of unknown properties, and a gold
helmet with a broken eye-piece.
Eventually they return to the chamber with a fountain where they discovered the Aarakocra
party. They look out of the tomb from where the wall was broken away and see down to the
river below. The distance isn’t too high and they collectively decide to risk the plunge.
The elf and two dwarves jump into the water. As they come to the surface they are quickly
moved downstream. The water continues to pick up speed and they hear rumbling in the
distance. Dugan spots a small boat caught on the rocks and he grabs it. With one hand on
the boat, he reaches out to Farion and catches him. Farion in turn grabs Frostbeard, who
climbs over the others and into the boat. All three get into the boat and strap themselves
down.
Frostbeard pushes the boat off the rocks and small structure careens off the waterfall. The boat
dips under water and resurfaces come back up. With all three adventurers still tied off, the
battered craft continues down the rapids. The second waterfall is unavoidable and the boat
careens off the edge. The boat, having valiantly protected its passengers, hits the water at the
base of the falls and shatters into pieces. The party discovers they are no longer in the ravine
but a fast river in a valley. They continue to move down the river and look up to see a stone
wall. They float down and go off a third waterfall and land in a lake. They come to the surface,
wet and exhausted. They look up to see the stone wall stop and a dock not too far away at the
edge of the lake.
They swim to the docks and climb up the first ladder they find. Five armed guards approach
them on the dock. A tall man, wearing plate armor and a red tunic, steps forward and lifts his
helmet. “Come with me.”
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