Escaping the Citadel - Session 2 Report

General Summary

The hours of rest pass without incident and slowly each of you stretch and break your fast preparing for the long expedition out of the citadel. Belak's study is still a mess from when the tome exploded in Nazgog's hands. Before heading back toward the goblins, you do one last sweep of the study to ensure anything of value is found and then exit through the door to the west and follow the corridor back north and then west under the octagonal room and then into a destroyed library. Taking several minutes, you search through the piles of junk and discover a rare dragon lore book and a couple scrolls.   Moving south through the next door, you enter a semi-circular room. A huge marble statue of a rearing red dragon stands in the curve of the western wall casting deep shadows behind it. A circle of dark tile with a five foot diameter is set into the floor in front of the dragon with runes carved around the edge. Fenveyd steps into the circle and reads the dragon script aloud. "Let the sorcerous power illuminate my spirit" and a puff of spectral flame surrounds her infusing her with greater charisma. Then Earendil notices an amorphous darkness moving out from the shadow of the dragon. He moves forward with skill swishing his rapier through it and battle enjoins. Finally, Sticky plunges his daggers through the body of the shadow causing it to dissipate. After catching your breath from the sudden fight, Nazgog stands in the circle to read the draconic runes, but nothing happens and she doesn't feel differently. Earendil and Stick then search the room, but fail to find anything of value among the broken tiles and granite blocks.   Continuing back through the citadel, you enter an arboretum with luminescent mist blurring the edges of the room. Nodules of glowing fungus dot the walls and ceiling, as well as an assortment of fungi. The humid air reeks with rot. Only plants seem to inhabit this room, so you quickly exit through the door to the south and enter a long wide hallway. Twenty feet wide and roughly eighty feet long, you march toward an intersecting hall that goes eastward. Crossing through a door on that eastern wall, you enter an arboretum with luminescent mist blurring the edges of the room and fungi covering the walls and ceiling. As you do, a malevolent sprig moves to attack with three skeletons joining it. The skeletons use rakes and shovels for weapons and all four enemies quickly fall before your onslaught. Searching the room turns up nothing interesting, so you head back west into the hall and then through the door on the southern edge to reveal another twenty by eighty foot hallway with an intersection about twenty feet away. Moving to the intersection, you can see that the western branch dead-ends into a wall with rubble strewn across the floor. Moving to the door in the eastern section, you open it to reveal an arboretum with luminescent mist and fungi and more orangish glowing section near the back. Stepping forward, you've seen this before and realize that a fire snake inhabits that hole in the wall. Earendil steps forward and attacks deftly hitting the monster squarely and burns himself due to the fire billowing from the snake. Others join and quickly dispatch the snake. Searching the room, you find a couple of sapphires and then head back into the hallway. You approach the southern door opening it up showing another identical arboretum that has nothing within it. You trace your way back north to the door just west of the northern hallway door and head back into Belak's laboratory.   Coming through a square twenty foot room, you enter a room with two rows of dragon-carved marble columns marching down the center. The cobbled floor is cracked and stained with several work tables upon it. Going back through each of the four inhabited rooms reveals that none of the goblins that were here remain. Finding this curious, but not finding anything to make sense of it, you head onward to the central garden where you entered by climbing down the vines. You see the two dead hobgoblins there and searching them reveals jewelry. You then make the slow ascent back to Durnn's throne room which remains as you left it. you exit through the southern door revealing scores of wall and floor-mounted sconces showing what might have once been a cathedral but is now filled with the filth of years of goblin life. This looks like it should be the goblin's lair with all of their families, but no one is present. The southern wall appears to be a dumping site with a heaping pile of assorted items including wagon wheels, broken armor, rusted weapons, chests, small statues, as well as broken furniture and ruined artwork. Searching through this pile of debris, you uncover an agate statue of the elven god Corellon Larethian and a shirt of chain mail.   You open a door in the southwest corner and stench washes over you. Garbage and carrion are evidence of use by unsanitary tenants and tattered hides stretched across frames form six unstable hammocks, but no tenants. Searching the room, you find putrid jerky vinegary wine in skins that are barely holding together. Returning to the lair, you cross the room and see that a western door was burst inward and now dangles from a single remaining hinge. Entering the room shows several torches mounted in sconces burn fitfully filling the air with an acrid haze. A double row of marble columns carved with entwining dragons runs the length of the room. A deep gravelly voice booms, "I knew you would return. Welcome back fools! Welcome back to your doom!" as Calcryx steps forward through the haze. Reacting instantly, your party engages him slaughtering him before he even has time to react. Knowing where he made his lair, you head through the north door into the trophy room with an assortment of heads along the walls. Searching through this room you find that Calcryx had made a stash that includes minor valuables and a scroll case of carved bone with the dwarvish runes spelling our "Khundrukar". Fenveyd opens it and discovers an old parchment that has been mostly worn away from water and age. However, it still holds a small scrap of legible text stating "...the remaining few. By order of Durgeddin the Black, we have created a secret dwarven redoubt. None shall find us; however ..." You head out the eastern door and as Sticky steps into the hall, he falls out of view as a trap door swings out beneath him. Thankfully, it's pride that is injured instead of his body and he climbs back up into the ten foot wide hallway and directs the rest of you across a catwalk. You move to the end of the hall and open the northern door unto another wave of stench. This room appears to have held goblin guards like the previous one did. You then head south through two doors and back into practice range room. The three goblin guards are no longer present, so you check the door to the west and notice that the pantry is significantly less full. You move a bit south and open the other door on the western wall and uncover a low-ceilinged room with a large spike driven into the floor near the door that chains three kobolds, and a small iron cage in the back that contains a cramped gnome. Releasing the kobolds and gnome they share how they've been captive for roughly a month with meager rations. The gnome, known as Erky Timbers, tells how he was searching for his fortune along the Old Road and was captured by the goblins. He also confirms the information regarding the mystical fruits and the twilight grove that no longer exists. Finally, he shares that just hours before the goblins got real agitated and spoke about a white devil and then all of them disappeared and haven't been back since. You offer to escort all of them back to safety and proceed along through the practice range and the caltrop hall and then back out to where the dragon carved fountain is. On the western wall the relief-carved stone door still stands. Checking the piton in the scythe trap, Fenveyd recites the draconic runes "Rebuke the dead, open the way", but only the sound of her echoing voice is heard in response. The party tries multiple actions, but nothing moves the door. Erky steps forward and states, "I'm sure to be wrong, but may I try?" He then lifts his holy symbol and condemns the dead to turn back as his divine power extends outward, the stone door becomes outlined in blue and slowly opens inward.   Stepping into this sanctuary, you see five sarcophagi, three to the north, and two to the south standing on end in this silent chamber. Each of the carved stone coffins resemble noble elf-like humanoids in ceremonial robes. Images of a dragons are carved into a black obsidian altar centered in the west wall. A single candle burns brightly upon it. Sticky and Earendil move to inspect a small whistle and crystal flask on it. However, as they approach the grinding of stone echoes in the chamber as the sarcophagi open revealing a skeleton from each. Quickly Earendil and Nazgog engage the skeletons and then Morgana channels her divine energy turning all but one of the skeletons. Sticky states to concentrate on one skeleton at a time as Morgana walks across the chamber forcing the skeletons to flee and receive secondary attacks. As the sounds of battle ring into silence, Fenveyd examines the whistle made of crystal reading the dwarvish inscription, she declares that it's named "Night Caller". She ponders for a moment, then remembers a tale of long ago from the duergar made several whistles like this that would animate and control up to two dead persons.   Leaving the sanctuary, you head north down a hall with six cells off it. As your light reveals an open chamber ahead, three giant rats swarm out of the cells and attack Nazgog. Uncharacteristically, Nazgog swings wildly embedding her great axe into the wall as the rats gnaw uselessly at her booted feet. However, they don't last for long and she's able to retrieve her axe with only a strong tug. Moving northward into the chamber, a faint smell of rot permeates as you see another dry fountain carved with a overarching diving dragon. Moving forward, Fenveyd reads aloud the draconic inscription, "Let there be death" and you hear a hissing sound as the room fills with poisonous gas. Most you feel slightly ill and only Morgana feels the full brunt of the poison within her lungs. As you recover from the effects, three giant rats proceed out of the west door with a swollen diseased female giant rat trailing with them. You've learned a lot regarding these rats and are quickly able to dispatch them. Moving past their bodies through the western door, you are hit with an oppressive smell of rot and decay. Looking into the room, you see chewed carcasses of cave rats, smaller vermin, and even a few humanoid bodies piled in the room. Searching through this mound of refuse, you uncover a startling amount of silver, gold, and a few gems as well as Karakas's equipment.   Finally reaching a dead-end, you retrace your steps back toward the kobold area. As you get close, you start seeing dead goblin bodies. Reaching the chamber with the dragon cell, there is a large pile of bodies of both races. As you enter this large chamber, a familiar voice asks "You find Calcryx?" as Meepo sits up in his bedroll.   Stalling you reply, "What happened here Meepo?"   His quivering voice explains, "Suddenly we heard rumble of feet and door burst! Goblins were pouring into room. Mighty kobolds tried to turn them back, but they were heedless and kept swarming. Then they gone. They never even slow down to pick up dead." You then ask to see Yusdrayl to report on what you found. Meepo asks again, "Where Calcryx? You found him, yes?" When you repeat your request to speak to Yusdrayl, he escorts you through their lair to the dragon throne. Moving through the halls you see additional kobold and goblin bodies. Upon entering the grand hall, you approach the dragon throne with Yusdrayl sitting upon it. You state, "Belak is dead and the goblins fled. We have accomplished what you asked and are here for our reward."   Yusdaryl looks at you with calculating eyes, "Yes. The goblins tore through here and wouldn't be stopped. Their eyes screamed of fright. However, I don't see Calcryx here. Did you find him?"   "We accomplished your larger goal that you have the entire citadel for your tribe, but we did not see Calcryx. Perhaps he still roams the hallways," Fenveyd lies. Meepo squeals and then rushes away back toward the cages.   "Yes, you have earned your reward. Choose that which you favor the most," Yusdaryl declares and indicates the altar before her.   Sticky asks, "Can we have the key behind your throne?"   Yusdaryl assents to the request. Sticky steps behind the throne and the key slips into his hand without resistance.   Fenveyd diplomatically requests, "Since we achieved more than you expected with the goblins fleeing, may we have all the treasures on the altar?"   There is hesitation as Yusdaryl ponders your request, before again assenting and offering hospitality of the kobolds.   "We must be on our way, the town will expect news from us soon and we wouldn't want more outsiders snooping through your home," replies Fenveyd as all of you quickly move back through the kobolds territory and then past the dragon cage room. As you leave the kobolds behind, you retrace your steps back to the tower room where you first entered the citadel. Nazgog looks at the spear propping up a dead goblin, then quickly rips it out. The goblin slides downward and reveals the inscription "Ashardalon". Shrugging, she then exits via the southwestern door. Sticky fits the key into the rearing dragon door and the lock clicks open. As the door opens, a hissing noise and a puff of dust indicate that the chamber beyond has been sealed for ages. The room contains three alcoves to the north and one to the south. Every alcove has a fist-sized crystalline globe sitting on a pedastal, but only the southern alcove one glows with a soft blue light with faint tinkling noises coming from it. Morgana moves over to the glowing orb and as she does ominous brooding music blares forth causing everyone but Morgana and Earendil to unwittingly start running back toward the entrance. Morgana stays fascinated by the globe and picks it up. The music intensifies as she then slips it into her pocket and moves back toward the tower. As she crosses past the dragon door, the music suddenly ceases as she hears a crack from her pocket. Fishing the globe out of her pocket, it's become cracked and no longer glows.   Slowly the party regroups and move through this alcove chamber into a ten foot by thirty foot hallway. Sticky advances forward and as he gets ten feet inward an arrow flies from inside a wall striking him. Stepping back, he examines the floor and can see there is a pressure plate as the mechanism for the trap. He disables it by sliding a dagger under the plate forcing it to remain open and the party crosses the hall without further incident.   Dust fills the next twenty by forty foot room like a layer of gray snow. A ten foot tall sculpture of a coiled dragon carved from red-veined white marble stands in the rounded norther edge of the chamber. Approaching it, it's jaws seem to move as it's voice echoes in the chamber, "We come at night without being fetched; we disappear by day without being stolen. What are we?" A quiet discussion occurs within the party until you firmly answer "Stars!" As the sound dwindles from your reply, a secret door in the western wall scrapes along the floor as it pivots open. Quickly moving through it, you look upon a dust cloaked twenty foot wide hallway with three alcoves on both the northern and southern walls. Each alcove, except the southwestern one, contains a humanoid figure carved from the same red-veined white marble you saw earlier. These figures resemble tall elves in plate armor. At the west end of the hallway, a stone archway opens into a wide room that glows with a greenish light. A dark pit sits just prior to the archway. Searching the room with all it's nooks and crannies, Earendil and Sticky discover a ten foot square secret room behind the elven statue in the southern alcove. Opening it, Fenveyd steps into it and brushes away dust covering a draconic inscription that reads "A dragonpriest entombed alive for transgressions of the Law still retains the honor of his position".   As Nazgog, Morgana, and Fenveyd return to the main hall not finding anything else, Sticky lowers himself into the pit before crossing it and climbing out the other side. As he reaches the lip, a small imp-like creature darts from behind a massive sarcophagus wildly attacking him. The party reacts with Sticky getting clear of the pit, but his daggers go wide as the quasit jumps backward. Quickly others join by either crossing the pit or using ranged attacks and the Quasit laughs screaming "I'm Free! You broke the binding and my watch over the dragonpriest is over!" He then winks out of sight. Morgana channels her energies where the quasit was last seen, but apparently misses as soon wings are heard flying over the party.   Approaching the sarcophagus, Earendil sees six heavy rusted hinges sealing the lid. He heaves at the first one, but it seems firmly stuck. Nazgog steps forward and easily pops first one then others as she moves around the lid. Finally at the last one Earendil and her both struggle with it, until Nazgog's might pushes past the frozen hinge. Together they begin to push as Sticky notches an arrow into his bow and Morgana raises her crossbow. The lid clatters to the floor with a flash of green light. Inside the coffin is a troll! It's dressed in rotted finery, but its jewelry and rings adorned with tiny silver dragons still sparkle. The creature looks emaciated and its flesh is a rubbery putrid green. It snarls as its beady black eyes flash open. It rises sharply as both Morgana and Sticky let loose arrows into it. Together you subdue the creature with an added protection of Fenveyd's acid, the creature sinks back into its repose. Searching the coffin reveals rings, a dagger, an amulet, some scrolls, and a smattering of coins.
Wearily you make your way back up the winding stairwell, up the ravine, and then up the rope to the old road and back to Oakhurst. You find the inn and into your room where you collapse upon the beds that feel luxurious compared the stone and rock in the citadel.
In what feels like a single blink of your eyes, you wake to pounding upon your door. Nazgog struggles out of bed answering it to a middle-aged woman. The lady anxiously asks, "What news of my children! What has happened to Talgen and Sharwyn?"
Uncharacteristically, Nazgog gently tells her, "Their life was beyond our reach. There was naught we could do. Please give us time to rouse and freshen ourselves and we will talk more in the tavern below."   Kerowyn bows her head as tears silently trail down her cheeks, "Thank you for your efforts. I'll be below when you are ready."   Half an hour passes before you are ready to meet with the mother of the Hucrele children. Making your way to her table, you can see that grief weighs heavily in her heart. "We know this is no consolation, but here are their rings. We collected them for you," Sticky states while placing the rings upon the table.   Her hands closes over them and as her head tilts proudly upward, "I thank you for this closure as we agreed here is a one hundred twenty five gold per ring per person. May I know how they died? Did you discover that as well?"   "Talgen died at the hands of an angry hobgoblin whose head has since been separated from his body. Sharwyn, unfortunately, was absorbed alive by a malevolent tree who consumed her soul. She's now free of that hell though. We have need to speak with the mayor. Before we go, may we do anything further?" inquires Nazgog.   After leaving Kerowyn, you enter the Village Hall to meet with Mayor Vurnor Lung. You explain the nature of the seeds, the Gulthias tree, and most important of all that the saplings aren't being stolen, but instead they are alive and walk away themselves. The mayor blanches, "You're telling me that those sickly twigs turn into a tree that turns people into slaves? We've got to stop everyone of them! And we're not the only town that bought the fruit!" You readily agree with him, then turn the conversation to your upcoming trip across the Flanaesse toward Durgeddin and the Stone tooth. He helps as he can, but it's very limited. He has a few maps that belong to the village, but aren't very detailed anyhow.   You spend the rest of the day going various functionaries and craftsmen. They all offer what support they can, but all the resources in this town are meager and limited. Based on advice from Dem "Corkie" Nackle, the female priest in town, you commission several silvered weapons from the local dwarf blacksmith, Rurik Lutgehr. A week will pass before those products are completed. Each of you spend the week in preparation for the long journey before you.

Rewards Granted

Scroll #1 (room 51)
Scroll #2 (room 51)
Tome of Dragon Lore, bound in dragon scale, written in draconic (150gp)
2 Sapphires (50gp)
Silver earrings with moonstones (20gp ea)
Silver necklace with moonstone (50gp)
dragon-shaped Jade figurine (20gp)
crystal goblet (5gp)
24 pieces of fine silverware (1gp ea)
Dwarvish Bone Scroll case (100gp (to right dwarven buyer))
Night Caller (crystal whistle with dwarvish inscription - Tales from the Yawning Portal Appendix A)
Crystal Flask with potion that tastes burnt
Candle with continual flame
312sp
68gp
3 gems (25gp ea)
5 daggers
Backpack containing water skin, 1 day rations, bedroll, tinderbox, and 3 torches
Potion of healing
pouch with 17gp
Gold ring engraved with Karakas (10gp)
Ceremonial dagger (125gp)
2 silver rings (15 gp ea)
silver amulet (15 gp)
4 scrolls (rm 12)
220 sp
50 gp
250 gp per person

Missions/Quests Completed

Earned 450xp - Total of 651 xp


Monsters Encountered:
Shadow
Twig blight
Skeleton
White dragon wyrmling
Quasit
Troll

Campaign
Strahd the Sunless
Protagonists
Report Date
02 Oct 2021