Main / MinesToMountains


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  • Most of party in mines fighting kobolds
  • Trelmiador in town working on art.
  • More winter wolfs attack town.
  • Fought off, but someone discovers a sigil branded on the wolve's chests, under the fur.
  • Sigil is of Velkelvore, the goblin hero-god of famine and graves.
  • Wolves seem to be coming from Northeast.
  • Sahir Fasketal the mayor would appreciate anything the party could do to help.
  • Temples will offer free spellcasting in perpetuity
  • Ettard Siefkin of the Ore Warehouses will donate a share in his company, with monthly dividends.

Also

  • Chetenaraki Aolor, of the Smoky Hammer hears about the party visiting the caves.
  • He once had stolen a valuable necklace (of adaptation), like a platinum kinetic sculpture, near the mines.
  • Elayne Jacub, with the party can locate objects
  • Aolor would like a ride to the mines to look for necklace before it is turned over to the mites.
  • As a renowned jeweler, he has access to many low-grade ioun stones, and offers some as a reward.

In the mountains

  • Four hexes north of tumbledown mines, at the north edge of the forest in the mountains.
  • In a valley filled with the bones of worgs and giants.
  • Most of the bones have been piled against the east wall of the valley, in a 'pyramid' 60 or 70 feet high.
  • An ominous tunnel leads downwards into the base of the pyramid.
  • The pyramid has been kept mostly clear of snow by several imps.
  • The approach has been mostly cleared of snow by a hill giant skeleton
  • The giant skeleton and a ghoul dire wolf stand guard in niches flanking the entry to the first chamber.
  • The undead have a +3 bonus to resist positive energy, and a +1 bonus on all other saves, attacks and damage
  • Invisible imps are also in the chamber (+31 Stealth when moving, +51 when still), armed with heavy crossbows (+9 to hit, 1d6 damage)
  • The lair is led by a half-fiend barghest with 3 extra HD named Visrukur, who desecrates the lair daily.
  • Other inhabitants are young winter wolves, zombie wolf, troll, and worgs (with +1 to hit, 38 hp, +1 AC, mobility, spring attack).
  • den of ailing wolves where those that wouldn't follow barghest are imprisoned and cursed, didn't want to attack "grasslanders" - "like wasps - kill one or two, only a satisfying crunch, kill a litter or a dozen, and you are worried from your den"
Page last modified on January 21, 2013, at 09:56 PM