Session12: 08/12/2024 - The Final Clearing of Wave Echo Cave
General Summary
Asterlynn, the 27th of Quildarynn 14 o' clock until the morning of the 28th in the year 333 AI
After clearing many hurdles so far, our brave adventurers set out to finally clear the cave of all enemies, once and for all. Choosing one of the two directions yet to follow, onwards they go. Soon enough they reach a cavern they have yet to explore. Silently they move forward. A soft moaning reaches them! In front, an enormous cavern in three parts. The middle part is lower and reachable by stone stairs. The attention however is drawn to almost a dozen creatures roaming the floor. Unfortunately their stealth fails them.
Hungrily the creatures respond to the noise, food! Their craving leads them straight into the arms of the party. Soon enough our friends clearly see the new adveraries: Ghouls! The fighting is fierce, soon enough Gundren stands paralysed and surrounded! Enemies seem to keep coming... True to their quickly growing legend, the tide is soon turned by our threesome. The Ghouls are dispatched, Gundren's wounds are patched and the cavern is searched. A search that ends empty handed, as ghouls have no use for possessions and all treasure if there ever was any has been hauled away.
The dwarves internal map seems to tell them that not much should remain to be cleared. Soon enough the next path leads to something that was once the southern barracks. A door ignored before because of noises heard behind. This time however it is time for action. Three ghouls seem to be inside, gnawing at some bones. With a loud warcry from the dwarves, these ghouls are completely surprised. The party dispatches them with ease.
Silence returns, no treasure found. Proceeding is all that's left. An empty storeroom is next. So much for a cave of wonders. All richess seems run out. Their quest leads them to a new cave, a smaller one, but filled with fungus like growth. Some of it shining a small light, others covering most of the floor. Investigation teaches our party to be careful. As any movement might trigger a cloud of poison. A quick solution, with little risk is found: fire! Liberty summons her firebolt and sends it flying. KABOOOOOOM!!! The fire is very effective, but also triggered the flammable poison cloud that exploded. Even a safe distance away some party members are blown off their feet. Luckily the distance still prevented any heavy damage. As the dust settles it is clear that none of the fungus survived. The party sets on.
Seemingly their path has led in a circle, as in the distance ahead they recognise the place they defeated the spectator. They stand now in front of a large building. Two heavy doors are guarding the entrance, behind which nothing is heard or nothing can be seen. A simple push has no effect, these doors are heavy. Age has made them no less strong, but much more stuck. All the dwarves and Resnalore's muscle come into play. And as the doors open and they fall int the room, a voice can be heard. A voice speaking in evil whispers, whispers that send shivers down the party's spines.
“Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!” So it is our party meets their last great foe:
Mormesk the Wraith. Wraiths in general are not fun creatures, and Mormesk is no exception. Mormesk was a powerful mage until he met his end in the spell battle at the climax of the orc attack. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition. Mormesk leads the undead that haunt Wave Echo Cave. The wraith spends his time here because the treasure he had amassed in life is in the scorched chest. The fact he is now incorporeal and can't touch his treasures, makes him that more bitter.
The party stops in its tracks, unsure of how to proceed and taking no risks. Fortunately Mormesk doesn't attack immediatly. With some tact and discussion, and a whole lot of cold bloodedness. Eventually the fact that the party defeated the spectator makes him a bit more agreeable. Apparently that spectator has been a thorn in his side for centuries. However, never daring to leave his treasure alone, Mormesk was not able to undertake anything by himself. Thus he makes the party swear not to touch his greatest treasure: a wooden flute. The rest is theirs for the taking. A sudden movement of air later, an empty spot where he was hovering just a second before.
Somehow, dealing with the spectator first and wearing the proof made the party's job that much easier. Not touching the wooden flute, as promised, the party starts to investigate the room. Given 'most everything has pilfered to dust it is quickly done. Nothing more than some gold and some old books without special value. Most are about mining and dwarf cooking. At least that what it looks like on first glance. Astute as she is, something catches Liberty's eyes. A couple of pages that seem fashioned together. After prying them apart a hidden document appears. A treasure map! So the party obtains a map to the Fortress of Solitude.
Whatever it leads to will have to wait. Our friends almost finished their part of the deal: clearing the cave. Returning South the last path unthread is taken. Two rooms are left to investigate. Turning firts to the Eastern one they find that what once was the Assayer's office. A large stone counter bisects the room, set with three dusty balance scales made of iron. Cubbyholes carved into the north wall are stuffed with dusty paper scraps. Several long-dead corpses—gnomes and orcs by their look—are sprawled across the floor.
All documents that remain turn to dust when touched, the only thing of interest the party finds is a strongbox. Of course, it is still locked. Dwarven quality was made to stand the tests of time. And obviously also those of poor lockpickers. Numot soon finds out this lock is more of an adversary to his skills than any of the other enemies were. In the end it unfortunately is his lockpick that gets stuck in the lock, opposed to the lock opening. No feat of strength is enough either. Sadly this box will not reveal it secrets any time soon.
While the others struggle with their prey of metal. Liberty moves towards the West room across the hall. Triggering in her way some last remaining skeletons. These unorganised puppets prove no match though. As the party is quickly warned and set upon the skeletons with courage and even glee. The last enemies the caves have to offer (the last of note) soon lie shattered and broken. The mines can be reopened! The party finds a spot to rest, before returning to Phandalin. Together with Gundren and Nundro an official document is transcribed to denote their main prize for freeing the mines of vermin, next to being able to keep what they found during the clearing they are also getting part of the profits. This is all officially written down in a Deed to Parts of the Profits out of the Mines of Phandelver.
A last encounter with Gricks finds the party ready to return to Phandalin, waking up in the cave entrance, close to the forest...
Whatever it leads to will have to wait. Our friends almost finished their part of the deal: clearing the cave. Returning South the last path unthread is taken. Two rooms are left to investigate. Turning firts to the Eastern one they find that what once was the Assayer's office. A large stone counter bisects the room, set with three dusty balance scales made of iron. Cubbyholes carved into the north wall are stuffed with dusty paper scraps. Several long-dead corpses—gnomes and orcs by their look—are sprawled across the floor.
All documents that remain turn to dust when touched, the only thing of interest the party finds is a strongbox. Of course, it is still locked. Dwarven quality was made to stand the tests of time. And obviously also those of poor lockpickers. Numot soon finds out this lock is more of an adversary to his skills than any of the other enemies were. In the end it unfortunately is his lockpick that gets stuck in the lock, opposed to the lock opening. No feat of strength is enough either. Sadly this box will not reveal it secrets any time soon.
While the others struggle with their prey of metal. Liberty moves towards the West room across the hall. Triggering in her way some last remaining skeletons. These unorganised puppets prove no match though. As the party is quickly warned and set upon the skeletons with courage and even glee. The last enemies the caves have to offer (the last of note) soon lie shattered and broken. The mines can be reopened! The party finds a spot to rest, before returning to Phandalin. Together with Gundren and Nundro an official document is transcribed to denote their main prize for freeing the mines of vermin, next to being able to keep what they found during the clearing they are also getting part of the profits. This is all officially written down in a Deed to Parts of the Profits out of the Mines of Phandelver.
A last encounter with Gricks finds the party ready to return to Phandalin, waking up in the cave entrance, close to the forest...
Report Date
14 Dec 2024
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