Chapter 6: Stand in the place where you are! Report in Jerks on the Borderlands - a Greyhawk World | World Anvil

Chapter 6: Stand in the place where you are!

General Summary

The party rest a full 8 hours, as the alarms bells ring.  But strangely no one crashes in on them.  The head east out of the secret training room and than south to a seemingly abandon room. This room is musty and foul smelling. The floor is littered with old bones and a plank of wood lies just in front of the door. In one corner of the room is a pile of leaves. The room appears to be empty. There is a door on the opposite side. They had entered from the NORTH, so they head south. just before they reach the far door a Minotaur attacks from behind.  They were a little surprised but made short work of the beast in record time.  On ward to the south door.  The door opens to reveal a 5' wide tunnel running to the south and out of sight.  They rush south at warp speed...Becoming impatient the Berserker GAR rushes forward down the hall with Agni running to keep up. Agni notices the uneven floor and immediately stops. Gar is not persuaded as easily...suddenly the floor opens into a pit...GAR falls head first (take 8 points of damage), and will fall 40' into an underground river (the river cushions their fall). GAR is carried out of sight in less than one round by the swift flowing current.  Luckily Agni pulls a rope from his pack, handing it to the party and dives in after GAR. He reach's GAR and ties off the rope. the party pulls them to safety. Wet and tired the party moves south again down the hall, which ends in a ten foot drop to the room below.  No sign of steps or ladders, so they jump.  No takes any damage.    Here is a large cavern with an exit on the far side, through which a cool breeze blows. The room is occupied by several hobgoblins standing about a small campfire by the entrance to the cave. Who are surprised by all the noise the party makes, this surprise is short lived due to their untimely death. The party again heads north up the hall. This tunnel is 15' wide and 15' high. It is very long, almost 400 yards, and runs out into the hills nearly a quarter of a mile away from the fort. At varying intervals along the way, lit torches have been stuck in the wall to provide a dim light. Part way down the tunnel, Markessa's escape tunnel exits through a secret door in the west wall into this passage. The secret door looks like part of the stone wall and is opened by pushing up on a nearby rock outcropping.  But at last the party never found this...instead they found a large group of well armed Gnoll's behind barrels blocking the hall.  A fight with stinking clouds and fire erupts, some Drow warriors show up.  The party fight their way north...past the door that took them to the training room, past the Latrines and the goblin barracks that they had killed less than 12 hours before. That is when they see the Slave Lord Icar the Blind warrior. Icar is the commander of the hill fort garrison, feared both for this tactical ability and his personal prowess. His reputation is made even more awesome by the fact that he is totally blind, and relies on his other keen senses in battle. He is armed with a two-handed sword +1 and a ring of fire resistance.  Because of his blindness, Icar is immune to all visual effect spells . NONE OF THIS HELPED HIM...they killed him normal fashion, quick and easy.  They rush forward to the last door in this hall...its locked so they kick it down and rush in.  These doors open onto a room of great size, over 60' long and 40' wide dimly lit by the party's torches. The room has a 40' high, vaulted ceiling with a balcony circling three sides on the south end of the room. There are several goblins up on the balcony and more on the main floor just in front of the door. This chamber appears to be a large workroom for an alchemist or a physician as there are many beakers, flasks and retorts on the various tables, and bookshelves and benches about the room. To either side of the south doors is a stuffed owl on a pedestal. In the far end of the room are several cabinets and a work bench around which move more goblins. However, what catches the party's attention are the two tables in the center of the room, from one of which rises a strange caricature of a man - long and thin, with a horribly deformed mouth and a long clawed arm. It emits a brutal croaking sound and the goblin sitting next to it sees the party, draws its sword and cries a warning. "Molkac AKhAN!"

Rewards Granted

  • Ring of Fire Resistance;
  • Longsword +3;
  • Sword of Sharpness;
  • Dagger +3;

Missions/Quests Completed

kill Icar!

Character(s) interacted with

Report Date
19 Jun 2021
Primary Location

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