Umber

Umber

A Place to Call Home

October 12th, 2006

Another group of slavers dispatched, the party finds themselves in possession of an empty keep. (af)

You did an excellent job infiltrating and destroying the denizens Slaver Fortress.  After the battle, you manage with little trouble to clean up the remaining defenders of the castle.  The wolf Fenris – who seems to smile at you with a disconcerting lupine satisfaction while feasting on the entrails of the mad cleric Keltar – manages to chase the scent of the fleeing Drow to a well-concealed trapdoor in back of the cleric’s personal chambers on the first floor of the temple.  “That is not my place to venture” he says.  “The stink of the dark ones is strong down there.  I prefer to hunt among the trees and the forests of Oerth, not in the confined passages of the Underdark.  Perhaps you should teach them a lesson in keeping their heads underground…” 

Fenris thanks you for freeing him and takes his leave.  Before he goes, he teaches one of you a series of words, guttural phrases, and high-pitched howls.  “These are words of power… uttering these will call the wolves in an area to help you.  It is a gift I have, and can impart in some portion to you.  It will work one time and one time only.  Use it wisely!”

You also find a small book on Markessa, the sorceress leader of the slavers at the Keep.  You page through it and are convinced that if you return it to Cobb Darg, you will be able to unlock the key to the coded messages you have received over the course of your adventures.

In the courtyard there are some half-dozen wagons parked in an orderly fashion.  In the remaining building you find stables filled with horses, an armory and blacksmithy, and large storage rooms filled with all sorts of food, mundane equipment.  In the second and third floors of this building you find a series of rooms and jails holding several dozens of slaves.  They are overjoyed when you release them and thank you profusely.

You find yourselves in possession of a small keep (plus accoutrements) in the wild, dangerous coastline north of Irongate.

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