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The Ravenflame Chronicles 

The Story So Far

Having helped Lord Soth to save his domain by bringing him out of his dream state, the party are shown a way out of Ravenloft. 

They stumble across Barbara, who they left with the gypsies, her leg broken. She introduces her new friend, Derringer Spirithawk, An Elven Archer Mage. 
She tells of her plan to raid a goblin lair for their treasure - a flying carpet. 

The story turns out that a human mage, the brother of the local lord, has disguised himself as a goblin warlord, and convinced the tribe to attack the humans. The party fight the mage and his wyvern, with Storri flying the carpet.During the battle, Babs is killed. They leave the goblins with the body, and are awarded the carpet. 

After spending a week of rest and watching Raerlin develop a reputation for his music, you are transported back to Ravenloft, and into a bunch of coffins, in what seems to be a undertakers. After opening a coffin that contains a mummified cat, and destroying it, the party head out into town to find a way home. 

A number of incidents happen in town. Raerlin and Mort get involved in a fracas with the militia, one of whom turns out to be a were-wolf. Edmund, Sven (an Elf who joined the party not long after they arrived) and Derringer were attacked by an old man in a shop. Derringer used his wand to create a wall of Fire which set the shop aflame. 

When the party rejoined, they came across a corral of panicking horse which stampeded. The cause..a zombie. After trading a few blows, Edmund killed the creature. The town guard appeared, announcing the local noble, Prince Othmar, craves an audience. The party go along. 

The Prince asked the group to go and hunt down a bandit who stole a staff and a fair amount of cash from a convoy of his coming from another noble. In return for this task, the Prince offered half the money. He also revealed that the house and shop that Derringer and co burnt to the ground, belonged to the head of the Thieves Guild, who survived the conflagration to put a bounty on the parties head. The Prince offered to get this bounty removed upon completion of the task. 

After setting off a few traps, a pitch battle ensued between the party and the bandits. Derringer used the wand to throw a fireball which engulfed all including Storri and Edmund who were in melee. All but two of the bandits died. Edmund almost bit the dust and Storri was a little burnt. 

Finding the staff hidden in a hollow tree and surrounded by snakes, Raerlin tried to pick it up but lost conciousness. 

After a brief rest, the party left the wood, only to come face to face with the Prince and fifteen of his knights! The Prince demanded ALL of the money in exchange for the staff which Raerlin would not part with. This did not make the party happy. Acting quickly, Storri slapped the horses holding the injured bandits. Three of the guards gave chase. Derringer put a Wall of Fire between the heroes and the guards and the party ran back into the woods. They decided it might be worth while heading to see Sir Hiregaard, original owner of the staff, who might know something about it.After settling into their quarters, it seems Raerlin disappears. Soon the party find him sleeping at the edge of the camp, surrounded by snakes. A dead cat lies beside him. 

After settling into their quarters, it seems Raerlin disappears. Soon the party find him sleeping at the edge of the camp, surrounded by snakes. A dead cat lies beside him. 

Later there is an accident in which ten men die, and tensions among the workers is high, the curse claiming more victims. The party rest for the night, but are awakened by the soldiers. The cats are attacking the camp. 
Running outside with just weapons, the group find a number of cats, clawing at the rubble of the quarry. One pulls a snake from a crack in the rock, biting it in half, but not before the snake bites and poisons the cat. The soldiers attack the remaining cats along with Storri, Sven and Ed. 

After settling into their quarters, it seems Raerlin disappears. Soon the party find him sleeping at the edge of the camp, surrounded by snakes. A dead cat lies beside him. 

Later there is an accident in which ten men die, and tensions among the workers is high, the curse claiming more victims. The party rest for the night, but are awakened by the soldiers. The cats are attacking the camp. 
Running outside with just weapons, the group find a number of cats, clawing at the rubble of the quarry. One pulls a snake from a crack in the rock, biting it in half, but not before the snake bites and poisons the cat. The soldiers attack the remaining cats along with Storri, Sven and Ed.  Storri kills one and the others bound off into the night. 
After a good nights sleep, the party sets out to continue the search for Sofya, when they are beckoned over by the soldiers. The surveyors have been clearing away the grass. The rock is carved into the shape of a cat - the crack of one eye is a quarter of a mile high! Everyone has a feeling of being watched. 
The party try to convince Jiscaard to stop the mining, but he is unwilling to stop without direct instruction from Hiregaard. 
Throughout the morning, the workers are slow, and that afternoon another accident occurs killing five more workers. 

After getting directions to his castle, the party rode across the plains, and came across a figure, smelling of the grave, shambling towards them. 

Storri attempted to turn the creature back and Mort was thrown from her horse. Storri and Sven quickly dispatched the creature, and the party continued on to Castle Faerhaaven. 

Sir Hiregaard, a pleasant middle aged man, told that the staff was found in a quarry at the Koshka Bluffs. Sofya, a female wizard in the employ of Sir Hiregaard, would know more of it, but she has not been seen for two days. 

He also tells the party about problems that have occurred at the quarry - mysterious accidents and a attacks by giant cats. Hiregaard asks for the party's help... 

Heading for the Bluffs, the party meets up with Jiscaard, the commander of the troops that control the quarry. He is a self-important man, reluctant to help the party solve the mystery.After settling into their quarters, it seems Raerlin disappears. Soon the party find him sleeping at the edge of the camp, surrounded by snakes. A dead cat lies beside him. 

Later there is an accident in which ten men die, and tensions among the workers is high, the curse claiming more victims. The party rest for the night, but are awakened by the soldiers. The cats are attacking the camp. 
Running outside with just weapons, the group find a number of cats, clawing at the rubble of the quarry. One pulls a snake from a crack in the rock, biting it in half, but not before the snake bites and poisons the cat. The soldiers attack the remaining cats along with Storri, Sven and Ed. Storri kills one and the others bound off into the night. 
After a good nights sleep, the party sets out to continue the search for Sofya, when they are beckoned over by the soldiers. The surveyors have been clearing away the grass. The rock is carved into the shape of a cat - the crack of one eye is a quarter of a mile high! Everyone has a feeling of being watched. 
The party try to convince Jiscaard to stop the mining, but he is unwilling to stop without direct instruction from Hiregaard. 
Throughout the morning, the workers are slow, and that afternoon another accident occurs killing five more workers. 

Later, another worker screams that Gorki, one of the workers has been killed by "The Creature". The mans body was covered in festering scratches and he declares, "The creature is going to kill us all!" He looks wildly around at his fellow workers, one bloody finger pointing in accusation; "Every one of you who cuts the cat will die!" 
Soon workers begin to pack up their belongings and leave in droves. The soldiers try to stop them, even killing a couple as examples. No-one can stop what is happening. Everywhere, fights are breaking out in the labourers camp. The soldiers struggle in vain to prevent the exodus. The party come across a couple fighting over whether or not to take a bag of cursed gold. 


The party meet with a Cleric of Lathander by the name of Zane Malmerek and follows the party through the streets. Soon the streets are filled with cats, wandering about, and watching from the windows of the buildings. 

Heading for Jiscaards quarters, there is no sign of him, however, the Shield that was found with the staff is on the wall. Storri takes it and straps it to his back., and cats start to follow him. 

Ed fetches Raerlin who seems conscious again, though the cats are avoiding him. As they get outside, they see three guards heading along the street, obviously annoyed by the cats. One of them suddenly swings out at one of the cats. There is a loud yowl. 

The injured cat meows pitifully, its eyes fastened accusingly on the person who attacked it. Then the eyes glaze, and the cat falls heavily on its side.
The party backs into the building followed by the guards, closing the door behind them. 

A number of cats have found a way into barracks and are surround the party - watching, tails fluffed ready to fight 

Then they hear a faint scratching at the door - the sound of a cat wanting to be let in. 

Seconds later, the door crashes in, tearing one of its hinges from the doorframe. Standing in the splintered doorway is another zombie though with more intelligence in its eyes. Around it are several cats that appear to be undead as well. 

"Begone Sachmet!" screams Raerlin, holding forth the staff. Sachmet attacks the guard that struck the cat. Zane attempts to turn the thing and Storri offers the shield to the creature, but the Sachmet is more concerned with the death of the guard. Ed holds Raerlin back, but eventually Zane cannot stand by and watch, and the cleric charges at the creature. 

Storri joins in, and Edmund and Sven run to aid the guards. 

After a brief battle, two of the three guards are dead, and the figure of Sachmet and all but one of the Crypt cats lie dead. Derringer takes a rod that Sachmet used to do Storri a great deal of damage. After the battle, Raerlin falls asleep again. 

After the battle, the party follow the tracks from where the creature came, so the opening of a tomb. Upon entering the door closes, trapping the party inside. Inside is the body of a bespectacled man, whose body is covered with festering scratches. Sven opens another door behind which is a blank wall. A smoky cat-like figure materialises from the wall and two more crypt cats appear from sarcophogi in the corners of the room 

After a brief battle in which Mort and Zane kill the Crypt Cats, Derringer takes the spectacles from the corpse. Using them he is able to read a message within the pictures on the walls -"Walk softly, mortal, with head bowed. For thou hast entered the resting lace of the high priestess of holy Bubastis. Wake not her ba through stealing that which lies within! Touch not her provisions, neither meat nor drink! Disturb not the sleep of the holy cats, lest the wrath of the goddess herself fall upon you. 
When the time of pleasures is come, the goddess will restore full life to her priestess by rejoining ka and ba in one. So too will she raise all of the faithful from the sleep of death, unto a time of joy when every desire shall be satisfied. Pray for that day, and do nothing unclean in this holy place. 
Now depart, mortal, and keep holy the mighty name of Bast.  But if thou art a servant of the goddess and thy intentions be true, and if thou hast just cause to enter this place, give to the cat that which she hungers
for." 

Using the shield, Storri places it in the statue's mouth which open revealing a trapdoor. 

The party climb down a ladder along a corridor and avoiding a trap, up another ladder and into another corridor. After walking a short distance, the party is split up. 

Each member of the group is either alone or with one other party member and is trapped by cats and the figure you have come to know as Sachmet.
This time, the zombie like creature has more flesh to the bones and a look of intelligence. Each of the party escape the seeming dead end and find themselves together in the main corridor again, pursued by Crypt cats and Sachmet! 

After a brief fight, during which Raerlin figures out how to conciously use the Staff, the party defeat Sachmet once again. 

Moving on, the corridors begin to reveal cracks in the stonework and evidence of rats. Dust begins to fall through the cracks in the ceiling and shortly after, most of the party collapse and fall into a deep sleep. Only Storri and Raerlin remain concious and they decide to feign sleep in order to see what has caused this. It is then that they see several small creatures with gray, loose skin and pointed heads, emerging from the holes, intent on looting the
sleeping party. 

Raerlin and Storri leap up, scaring the creatures away. Raerlin identifies them as Jermlaine, scavengers that eat anything, even human flesh. 

Once the party is awake again, Storri sends Manny to scout ahead. The halfling falls into a trap and is ambushed and killed by a large group of the little creatures. Edmund and Storri leap into the pit to stop the carnivores eating poor Manny. Storri uses "Hold Person" and freezes two of them, before bowling them over in a mad shield charge. There is a short skirmish and three escape. Storri, seeing that Manny is dead, sends Raerlin, Derringer and Ed to finish them off. They do so and find the lair of the creatures and a mass of treasure. 

Bagging up the cash and making a stretcher to carry Manny's corpse on, the party continue on. They are no longer bothered by the Jermlaine and soon arrive at a door, that Raerlin unlocks with Manny's picks. 
Beyond is a room with statues of cats and hieroglyphs on the walls. 

Searching the room, Storri identifies that there are only two exits - a door and a well with a 200 foot drop into a pool. 
Derringer uses the magical glasses and reads the hieroglyphs which tells that this room is for embalming the dead for their journey to everlasting life.
There is a line at the end that mentions "restore to the cat that which is needful" 
Examining one of the statues at the entrance reveals that the cat which had one eye open, now has the other open with the other closed. A trap sets off during which Mort and Zane lose an eye each, their own eyes replaced by stone balls, while the statue gets theirs - though they can still see, but from the lost eye, it is from the statue's perspective. 

Raerlin discovers that a tray of mud in the room has healing properties, which the party use before getting some rest and deciding on the next move. 

Searching about, Raerlin finds a couple of potions - one marked Elixir of Health the other, Potion of Fire Resistance. 

The party then lower themselves into the well and find the water is 5'deep Storri is unable to enter the water fully so hangs from the rope. Then, from the water burst a number of skeletal creatures. Most of the party are frozen in terror. Derringer falls into a senseless rage and attacks with his sword.
Raerlin uses Shocking Grasp and in conjunction with the water, discovers its devastating effects. He makes short work of the creatures only to have the trapdoor close and water begin to fill the chamber. 

There is a moment of panic but searching below the water, Raerlin finds a switch which opens a trapdoor and a stairway. Entering an empty chamber, the group are attacked by an undead tiger which is killed by Mort's magic, Ed and finished off by Storri. Its eyes were stones which they then use as they find a door back to the embalming chambers. Putting the 'eyes' in the statues sockets, another trapdoor opens. 

Entering a large room, the party come face to face with a Smoke Elemental. Trying to remove two braziers from the same room fails to affect the creature so Mort hits it with Magic Missiles and Edmund uses his enchanted sword to great effect. 

Moving on, the party enter another chamber, seemingly affected by some magic making all silent within the room. Reading the hieroglyphs on the wall, with his magic glasses, Derringer tells the others outside the room, where he can speak. 
Reading the writing on the walls he explains what it means. It speaks of doing that which the cat finds pleasurable. Ed approaches the statue and scratches the statues ear, allowing a secret door to open. 
Checking behind that door, there are a number of coloured jars set in niches in the wall.  Checking the other room there is a glass coffin - nothing inside and nothing of interest in the room. 
Heading through the final door, the party find a staircase heading down. After a short while, they find a secret door standing ajar, revealing another set of stairs running adjacent to the first set. Assuming the first set to be trapped, Ed leads the way down the new stairs and comes to a corridor and eventually a pair of double doors. 
Entering the room beyond, the chamber is filled with rotten food, a fountain full of sour cream and a fountain of vinegered wine. Enjoying the feast laid out are a number of zombie-cats. A bell rings and the party are overcome with hunger. Despite the foulness of the food and drink, the party eat and drink as the cats watch. The bell stops and the group manage to control themselves as Sachmet appears from the shadows and commands the cats to
attack. 

Raerlin, under the influence of his alter-ego, charges Sachmet at the rest retreat for Derringer to fireball the cats. Luckily, the bard is out of range as the explosion hits, wiping out all the cats. As the party enter the room again, another figure appears through a side door and promptly helps in the battle. After a brief fight Sachmet is engulfed in ants from a bush she falls into. After another burst of flame from Derringer, she is destroyed once more, and the party welcome Trennick, who seems to have displaced into Ravenloft. 
Moving through a secret door, the group head into another chamber full of shadows. A statue of a cat comes to life and rubs against the legs of the party before becoming a statue again. Raerlin is spared as his staff's snakehead scares the cat, as does Storri's reaction to all things cute and furry. As
Raerlin fiddles with the lock on the far door, three shadow-cats leap from the walls. All but Raerlin and Storri are paralysed from the waste down.
Storri attacks with the Rod that Derringer lent him and Derringer fires off Burning hands with his wand of Fire. 
During the battle, Mort is killed, her throat ripped open by the shadowy felines. Raerlin gets the door open and on his way through, Storri shatters the statue with his Rod. 
In the next chamber, the parties hearts start to beat faster. Nine doors around the room are silver and embossed with gold plates showing cats in various activities. As the parties hearts beat unnaturally fast, blood begins to drip from the ceiling. Sven opens a door in a panic to find a brick wall behind. The hearts start to pound faster. 
Slamming the door shut does nothing, then Derringer realises that the best option would be the door showing the cat at rest. He pulls it open revealing a corridor beyond, and entering slows down the heartbeats of the party. Entering another chamber with more hieroglyphs on the walls and an archway leading onwards. Storri steps through and it transported back to the entrance of the room. Ed does the same. Following the instructions on
the wall, and adopting "the position of reverence" the party get down on hands and knees and crawl through to the next room. 
Beyond is a chamber full of records. Numerous scrolls record punishments meeted out on people that insulted or did harm to cats. Many of the punishments were cruel, including Sachmet, the High Priestess responsible for handing out punishments, transformed into a huge cat and played with the man, scratching him bit by bit, as if he were a mouse. 
This man turned out to be Kematef, High Preist of Set, who had hollowed his teeth and filled them with poison. Biting the priestess, he injected her with the deadly venom. The surviving followers of Set used a serpent staff and bound her to the crypt 
As there are no obvious exits, the party search for secret passages and find one that opens to another corridor. The end stops in a wall, and as they search for a way through, a mist-like cat appears before them, demanding they perform the ritual cleansing or die. 
After some debate to destroy the creature, Derringer washes himself as a cat would and the guardian disappears, revealing a passage beyond. 
At the end of the passage are a pair of double doors. Raerlin tells that he senses this is the end of the line. Beyond the doors is a large room with a contoured ceiling. An immense bronze statue of a woman with a cats head stands a few paces ahead. Beyond is a low dais ringind with large stone statues of cats. They face the centre of the platform and grip glass jars between their paws. At the centre of the daisis a large sarcophagus, glinting
with gold and silver, with the lid slightly open. 
Beyond in a rounded alcove are hundreds of small black boxes studded with twinkling gems. Either side of the alcove, stacked in neat piles, are treasures of every description. 
There is a faint popping sound and a flare of a green spark. A hand appears on the rim of the sarcophagus, twitching and trembling. The Awakening has begun! 
Raerlin reveals that he is or part of him is, Kamatef, Priest of Set and he has come to seal Sachmet in the tomb. Using the staff, he must cast slumber on her, using the words "SET COMMANDS YOU TO SLUMBER" 
As the group decide what to do, boxes at the back of the tomb open, and crypt cats begin to crawl out and around the dais. Derringer fires a FireBall
from his wand, but it harmlessly fizzles out as it hits a barrier surrounding the dais in the centre of the room. Sven tries to run through it and is
rewarded with a burst of flame, setting his clothes alight. As he rolls to put out the flames, the others advance on the cats, realising there is no way through the barrier to the awakening Sachmet. As Raerlin tries to summon the power to seal the tomb, Derringer stands beside him, Wand of Fire in
one hand and Trennick's Wand of Magic Missiles in the other. 
Storri goes into a Berserk Rage and charges down one side of the dais at over a dozen of the mummified cats while Trennick and Edmund run down the other side. A bloody battle ensues - Derringer aids Storri, picking off his enemies with Magic Missiles. Edmund it nearly ripped to shreds, only to
be pulled aside and replaced by Sven, who is soon knocked out by the onslaught of the many cats. 
Soon enough, Sachmet awakens from her sarcophagus and Raerlin faces her down with the Staff of Set. As he steps for meet her for the final battle,
two large cats leap from the coffins surroundign the dais, blocking his path. Derringer attacks them, his staff transforms into a snake. Derringer pumps
them with magic missiles and Edmund aids with his Crossbow. Sachmet then casts Hold Person, which Derringer resists but Raerlin does not,
becoming frozen to the spot. Derringer uses his Wand of Fire and sends a Burning Hands into the three foes, killing one of the cats and burning both
Sachmet and the other cat. Edmund fires his crossbow, finishing the remaining Crypt Cat. 
Derringer heroically takes the Staff of Set, and shouting the command word "SET COMMANDS YOU TO SLUMBER" he casts the spell through
the staff, hitting Sachmet squarely in the chest and throwing her back into the sarcophagus. 
As the smaller cats slink away, the party retreat through the doors, but not before Storri grabs a jewellery box. Trennick drags Sven and Edmund carries Raerlin. Derringer is last to leave, running back to grab a golden harp for Raerlin. As he does, more large cats emerge from the coffins and he runs through the doors. 
Edmund and Trennick hold the doors shut has the huge cats try to bash there way through. As no-one knows how to perform the sealing spell, the party have to wait for Raerlin to come round. After a few tense moments, he can move again, but can only cast it if the doors are still. Storri decides to let the cats into the corridor and take them on, while the Bard uses the staff. After quickly healing Edmund and Sven, he directs the doors to be
opened and as the cats tumble through, Sven and Trennick shut them again. 
Ed and Storri take on the cats with the aid of more Magic Missiles from Derringer. The last cat manages to rip out Storri's right cheek along with half
his beard, before Edmund lops its head off. 

The door is sealed and the party make their way out of the tomb, to the workers camp. Without explaining or waiting for argument, Storri tells Jiscaard, the arrogant Guard Captain, to keep his men away. They then head to the barracks and clean up. 

After burying the dead comrades, Storri and co. face Jiscaard once more who agrees to close the mine until he gets further instructions from his lord.
Satisfied that their work is done, the party leave the mine but the Mist descends on them, and they are transported back to the Realms, not far from the city of Baldur's Gate. There they rest and spend some of the treasure they have made, learn new spells and watch Raerlin as he builds a reputation in a popular tavern - The Traveller's Rest. Trennick, not wishing to spend time in the city, opts to hang around outside the gates. He gets work on an
Ankheg farm and only ventures into the tavern at night on the couple of occaisions per week that Rarelin plays. 

It is one of those nights that a familiar face enters the inn - it is Duggon Hardrock, one time thief and initiate of Tyr, and friend of Storri. Now a Shadowheart, part of an elite group of Priestly assassin's working to the Army of Tyr. He tells of an assassination he has to perform- and he requires Storri to act as escort through dangerous territory. 

Having set off after equipping themselves, the party head for the hills. Stopping in various towns, they are approached in one to help a town rid themselves of a cyclops that has been terrorising sheep. They agree and track down the cyclops, killing it with relative ease, and seeking out its lair they find it guarded by a very large wolf. 
Trennick uses some rations and his empathy with animals and tames the wolf, making it his companion. Searching the cave, the party find a chest with 3000 silver in. Then heading back to town claim the reward for the cyclops head. 
Moving on, they reach the foothills and come across a party of Orcs and a couple of trolls.

Slipping the backpack from his shoulders, Trennick begins to rummage through it and soon pulls a piece of dried meat from his rations. Dropping to one knee, the young half-elf reaches for the wolf, which quickly trots to him. Offering the strip of meat, Trennick takes the wolf’s head in both hands and gazes into its eyes. "Sm-sm-smith, you s-s-stay here. I d-d-don’t w-w-w-want you t-to g-get hurt."

As he stands up, Trennick turns to the group, "I w-w-will t-t-try to circle the c-c-camp and p-p-p-ick off some with m-my b-bow."

After pulling his quiver to his shoulder and stringing his bow, Trennick loosens his dagger and longsword in their scabbards. As he shows the others the trail to the orc encampment below, he mentions "Aim f-f-for some of the t-t-tents with the f-f-fire arrows. Y-y-you m-may sc-sc-sc-scare and con-con-confu...Oh-oh-oh, d-d-damn! I m-m-m-m-mean you may m-m-mix ‘em up-p-p."

His cheeks flushing with embarrassment from the effort necessary to speak so much to his comrades, Trennick starts off at a quick trot circling the orc camp, with an arrow knocked against his taut bowstring.

"We’re gonna have to be careful. There’s a lot of them, and we have no idea how many others there are lurking in the woods."

Sven holds his bow and stands beside Storri, waiting for his nod.

"Right, Derringer – when we get in range, hit em with a couple of Fireballs. Then we clean up the rest," grunts the Dwarf, gripping his Morning Star.

Duggon slips off ahead and the rest of you head towards the valley that Trennick described. Smith the wolf follows behind at a safe distance.

As you come within view of the valley, you see figures – orcs, packing up tents. There are seven regular orcs, one slightly larger, probably an Orog, and two large trolls. Derringer feels his Wand as you jog to the entrance of the valley.

"This is about in range….just over 100 feet," smiles the mage.

"Hit em!" grunts the Dwarf.

A small ball of flame streaks across the valley. The first hits the centre of the orcs with huge explosion of flame, sending them flying. Before the smoke clear, Derringer fires another and there are more screams.

You take positions and note Trennick on a hillside overlooking the valley, and Duggon behind cover at the base. As the smoke clears, you aim, looking for survivors. They’re all dead.

"Talk about overkill," smiles Edmund, sheathing his sword.

Duggon comes out from the bushes, "well, if the enemy didn’t know we were here, they will now!"

You meet up at the sign of carnage, the smoking bodies of orcs and trolls and tents still aflame.

"Trennick. Bring some wood. We need to torch these trolls."

Trennick, Ed and Rae grab bits of wood and dried brush and pile them onto the burning torches and using Storri’s grapple, pull the trolls onto the bonfire.

Sven takes off his armour and puts it in his pack, "That’s better. Maybe I can use some of my little tricks now," he smiles.

"We should find somewhere to camp," says Duggon, "We must be close as the mountains are just ahead."

You get out of the valley as the sun goes down, and Trennick returns after scouting, "I found a cave up ahead. It looks empty and might be a good spot to rest."

You continue the climb and within half an hour reach the cave. It’s entrance is about 50 feet and looks dry. A couple of torches get lit and Duggon and Storri enter to see how far is goes back. After a few minutes, Storri calls for Derringer and his glasses.

You all enter quietly and find a large oak door about 10 feet high, some 50 feet into the cave. It is marked with writing that the Dwarves don’t understand.

"Can you read it?" asks Storri.

"I can, but I don’t need the glasses. It’s some kind of Elvish – it reads ‘Call the Spider Queen and enter’," says Derringer.

"DROW!" spits Sven.

A warning, my friends - I know of this Spider Queen. She is known as Lloth, and is the Spider Queen worshipped by Dark Elves! This door seems to suggest that either she, or her followers may be found beyond it. She is cruel and malicious, and the only person in her world is herself. She plots constantly to keep her loyal minions in a state of turmoil. This way she finds the strongest and most cunning of her followers

to serve her. Drow, being brought up under this religion, are all but perfectly suited to this arrangement. With the drow's instinctive distrust and wit, all but the most wily of opponents will be thrown into disarray. We should proceed with caution!

Lloth gives unto her most loyal henchmen a poisonous spider to aid and guard, but also to watch in their furtherance of the religion. It has been known that a follower be killed by the so gracious gift from Lloth. We should be wary of even the most harmless looking spider beyond this point.

Lloth may appear in the form of giant black widow spider, but this form can be changed to an extremely beautiful drow female. These two forms can also be combined to produce a giant spider with a lovely female drow head. In any form Lloth is a presence to be feared. If her followers need her help, then sometimes she will imbue them with great fighting prowess like: always hitting first, weapons never breaking, and a improvement of armour protection. These followers are almost always surrounded by flickering black mauve edged radiance.

If we call her name, she may appear or the door may open. Either way, these dark elves may be in league with the dark dwarves that we seek.

I vote that we call her name, but before we do this, we should make sure that we are all rested and have spells and weapons at the ready.

Anyone with fire spells could make great use of them (Derringer!), and I know that I will be using my shield spell to protect myself.

"W-w-we should l-l-leave h-here n-n-now! I w-w-will f-f-find ano-ano-ano…d-damn…a n-new c-c-cave." Snatching up his pack, Trennick rushes for the cave entrance, expecting the others to follow him. As he reaches the opening, Trennick secures his pack over his shoulders. The half-elf whistles for Smith and then looks over his shoulder to the others, "C-c-come on. Th-there is a-a-a sh-sh-shel-sheltered le-le-dge n-n-not far fr-fr-from here."

"Trennick, you know we can’t ignore this," grunts Storri, "I don’t know how elves feel their dark brothers, but I want to wipe some of them out."

"He speaks truly Trennick," says Derringer, "The Drow are our sworn enemies and your elven heritage is calling."

"Not to mention that the Dark Dwarves might well be in league with them," says Duggon.

Kneeling to the ground, Trennick whistles for Smith. When the wolf meets him outside of the cave, the ranger gently takes the wolf’s head in both hands. With tears in his eyes, he whispers to his companion, "G-go, Sm-smith. Y-y-you d-do n-not be-be-l-long und-derground." He points out to the valley below, "G-go, Sm-smith! Go an-and l-l-live." Shoulders slumped, Trennick turns to join the others near the back of the cave, half-heartedly wiping the wetness from his cheeks.

Raerlin stands in front of the door and weaves a spell, concentrating on the portal.

"I can detect no minds immediately beyond the door. Either this is an unguarded back entrance or the place is uninhabited," says Raerlin, " Let us sit a while and get our breath."

The Bard sits and strums his new Harp, quietly singing…

"As a young boy chasing dragons with your wooden sword so mighty,

You’re St. George or you’re David and you always killed the beast.

Times change very quickly and you had to grow up early,

A house in smoking ruins and the bodies at your feet.

You’ll die as you lived in the flash of the blade,

In a corner forgotten by no-one

You lived for the touch

For the feel of the Steel

One man and his honour

The smell of resined leather

The steely iron mask

As you cut and thrust and parried at the fencing master’s call

He taught you all he knew

To fear no mortal man and now you’ll wreak your vengeance in the Screams of evil men."

Your mood has risen, and you are all high spirited and ready for a fight.

"OK, well, if we are all ready, let me open the door," says Sven.

Storri nods and Duggon slips one side of the door. Everyone readies weapons and Sven stands in front of the doors, dramatically spreading his arms and calls, "Open in the name of Llolth."

Light appears around the door and it slowly swings inward, revealing a corridor beyond. The floor is shiny black stone, and the walls are smooth. Torches line the walls at 10 foot intervals, though only every other one is lit. The corridor is silent.

As you look around you notice some evidence of spider webs along the ceiling, and Storri points up to make you all aware to watch your heads.

Duggon takes the lead, scouting some thirty feet ahead, creeping and checking for traps on his way. After a few minutes he comes back.

"The corridor ends in a balcony over looking a large cave. I spotted three elves, presumably guards at points around the balcony where other corridors lead to this. I didn’t get to look down but there was music and laughter, some kind of celebration. I wasn’t seen."

"Sounds like we have the high ground here, and thus, the advantage," says Sven, "If there are three sentries keeping watch, we should have only a little trouble in taking them out. If there's music and laughter, a quick "chuck o' flame" from Derringer's wand could dispel the party (and leave a good many dead). I don't see us having trouble taking out the enemies at hand...I am concerned with our unknowns, but my hatred of these damned dark elves will drive me to let a good number of arrows fly."

"I-I-If we m-m-must do th-this, I sa-say w-w-we go slo-slo-slowly and b-be

c-caref-f-ul," stutters Trennick, eyeing the walls of the tunnel, "Re-re-m-move the g-g-guards and then l-l-look an-d-d see wh-what is g-g-going on b-be-low..."

"The only thing is with the number of guards I don’t think we are going to be able to take them out without raising the alarm, whispers Duggon, "I’m sure we could kill them but not without alerting everyone else. Who all among us has missile weapons? We might be able to get close enough to get a shot on all three but if we miss and the bolts go over the side the people below are alerted. I vote we hit them hard and fast. I

think we can hold the balcony from them even if they are more than just the ones below. But I think we need to hold off on dropping fireballs below us until we at least get to see what they are doing. There might be some innocents down there we don’t want to hurt."

"Okay chaps - I've got a bow and arrow," smiles Raerlin, clutching his bow, "I'll try and take one down, but judging from my previous efforts I don't know how well I'll do!"

Sheathing his sword, Trennick pulls the bow from his back and deftly strings it. "I h-have th-th-this w-w-wand t-t-too," he whispers, pulling forth his wand of magic missiles and offering it to the group.

"Nobody hates the dark elves as much as we elves do, even more than you,

Storri and Duggon! I'd love to let an arrow fly in surprise as the first shot at these infidels," grins Sven, readying his bow also.

"I too have some degree of skill with my bow," smiles Derringer.

"Right, looks like we got ourselves a plan," grins Storri, "We get onto the balcony as quietly as we can, split to either side and hit ‘em all at once. Derringer and Sven, I suggest you take out the guard opposite, the rest of you take the one on your side. Duggon and Trennick hit the left, Raerlin and Ed to the right. I’m not too handy with a bow, so I’ll hang back ready to clean up the mess. We want to do this quickly and quietly, so hit hard and fast. After two shots, charge ‘em"

You all knock bows and creep down the corridor, crouching as you approach the balcony to keep out of view of the guard opposite. The noise below helps hide your footsteps and within seconds you are all in position.

"Aim carefully friends," says Derringer.

"One, two …fire!" counts Storri.

Arrows fly. The Drow to the right goes down quickly, though Edmund misses, Raerlin and Sven hit, Sven getting and especially good shot to the heart, throwing the guard backwards. Derringer hit his target but failed to kill. Duggon missed but Trennick hit, not killing. The two remaining guards crouch and attempt to see their attackers. As you reload, the closest one shouts something to the other, though the noise from the music below makes you unable to hear.

As crossbows are loaded, those of you with longbows fire again, only Derringer hitting home, taking the far one in the shoulder. Duggon and Edmund fire their crossbows again, Duggon missing but Edmund hitting the guard to the left, a head shots that takes it out.

Before you know what’s going on, Storri is up and running, charging around the balcony toward the remaining Dark Elf, his Morning Star swinging in the air.

The guard holds his ground, throwing a pair of darts at the oncoming Dwarf, but missing, and Storri is soon on him, Morning Star caving in the guard’s skull, with one mighty swing.

Storri’s eyes dart left and right looking for more foes. The rest of the group split and circle the balcony, checking the guards are dead and retrieving unbroken arrows.

(Duggon lost one, Trennick lost two, Derringer lost one and Raerlin lost one)

The guards where black mail and carry black short swords and several darts. Each also carries three vials of black viscous liquid at their belts.

You look over the balcony carefully to view the scene below. From here, there seems to be no way down. It appears to be some kind of orgy taking place. Naked Drow, of both sexes, writhe on the floor. There are also a large number of huge black spiders eating from a long table filled with all manner of foodstuffs. A group of musicians play music, a dark haunting melody with bass drums and mandolins and a large harpsichord. Seated on an ebony throne is a male Drow in dark purple velvet finery, behind fed fruits by a group of naked females. To the right of the throne, three crucifix’s have been erected and on them are strapped three Dwarves. All are dressed in robes of Tyr, the same as Storri wears. Storri squints to see them better and hisses as he recognises one of them.

"There’s your target Duggon," growls the priest, his cheeks going red.

"Well, well! Looks like the scum is already getting his just desserts!" growls Storri.

"It does look like the Drow are taking remarkably good care of him," replies Edmund, peeking over the balcony, "We could help them finish him off, but I know some here would rather see him suffer, plus of course, we’ve no guarantee he’s not going to be rescued before they finish him off completely."

"Look, there’s an awful lot of shagging Drow down there who’d get very pissed off with us for breaking up their little party. It looks like our quarry is already being taken care of in the most horrible way, short of locking him in a room with me, so I’d say that’s pretty much mission over," grunts Storri.

"You know a Shadowheart must ensure the job is finished. And there’s also the matter of his Hammer. It is a sacred weapon of our faith," replies Duggon.

"Shit, the Hammer…where the hell is it?" grunts Storri.

"My guess, the treasury," replies Duggon; "This might be tougher than we expected. Derringer, drop a fireball in, try to keep it clear of the crucifix’s."

"I agree," says Edmund.

"We could then drop a Firewall around them, and rappel in and get our target out to deal with ourselves."

Meanwhile, Raerlin is looking at the Chain Mail on the dead Drow, and sniffing the black liquid. "Anyone know this stuff?"

"Keep away from them," hisses Sven, "They are thoroughly evil."

Duggon takes it and smells, "Poison no doubt. Might be useful on my bolts. I’ll take out the leader. Derringer, fireball, then firewall," says the dwarf, wrapping a rope round his waste and tying the end to a stone pillar, "I’ll drop in and finish the job. Rest of you, provide cover fire. We all ready?"

Derringer nods, holding his wand. The rest of you knock bows and ready yourselves.

As Derringer leans over and aims his wand, the Drow male on the throne looks up. He chants and waves his arms, casting a spell. Derringer fires!

BOOM!! – The fireball explodes in the chamber below. A blue shield around the enthroned Drow, protecting him from the flames. Flames explode through a 20-foot square, taking a dozen or so of the Drow to hell. Arrows hail down on those outside of the area of the spell. Most of your arrows miss, but Raerlin kills one and Ed hits one in the shoulder. In the panic, the Drow scatter, some running to help those caught in the flames, others running past the crucifix’s to an archway, opposite the throne. Another runs to a large gong behind the crosses. The music has stopped, instruments cast aside at the musicians run for their lives, and now the screams of terror fill your ears.

Only the leader on the throne sits impassive, unharmed by the flames licking about his throne. Still seated among scorched corpses, he chants and weaves his hands in intricate symbols. Duggon takes aim with a poisoned bolt, hitting him in the shoulder. The spell is disrupted as the drow clutches his shoulder in pain, and slumps against the throne.

"DERRINGER!! Drop the wall!!!" screams the Assassin, dropping his crossbow and climbing onto the balcony.

Derringer aims the wand and a purple wall of flames appear in a circle around the crucifixes. It is then that a loud gonging sounds. Duggon throws himself over the balcony and lowers himself down into the chaos. A number of Drow are carrying the leader off his throne to a door behind. Sven and Raerlin take out two of them with arrows, but the leader is dragged clear.

It is then that charging footsteps drag your attention to the corridor on the north side on this level. About a dozen Drow, armed and armoured, appear running toward you. Edmund and Storri are both that side (the rope is tied that side) – the rest of you are spread around the balcony.

“Cursed Drow,” spits Raerlin, nocking his bow and letting loose two arrows towards them, one hitting, knocking a dark elf to the ground, “Derringer, one of your fireballs would come in very handy right now!”
“Too close!” shouts the Elven Mage, firing two arrows himself, both flying high.
“Let’s get down there and see if we can find the treasury or the armoury while we’re about it!” growls Storri, pulling his Morning Star, “Ed, get down there.”
Ed draws his sword, “Methinks we have business here first.”

As the Drow come round the balcony, Storri pulls a small warhammer, “May Tyr smite thee!” he calls, casting Spiritual Hammer. The hammer glows with a magical light and the hammer flies towards the front of the Drow, striking one as it floats spectrally.

Ed charges to meet the Drow, slashing his sword through the air, cutting through the chest armour of one of the soldiers. Trennick comes round the other side of the balcony, meeting up with the other half of the soldiers. His longsword slices into one of the drow.

Two of the front drow slash at Ed but he dodges. Sven fires two arrows, one hitting. Derringer fires again and kills one of the foes. Raerlin fires twice dropping another.
Storri allows his Spiritual Hammer to drop as he charges to aid Edmund, his Morning Star Crushing a skull in one solid smash. Edmund stabs one Drow through the chest, killing it.
Trennick swings again and misses only to be stabbed twice, once through the left shoulder and again in the right hip (total 14 damage) Ed and Storri hold off their attackers without taking damage.

The archers concentrate on aiding the injured Trennick. Raerlin misses, Sven hits once, and Derringer hits twice, the second arrow hitting his target right in the throat.

Ed swings, slashing one across the chest. Storri swings twice, killing the first by crushing its chest the second falls, the side of its head caved in. The six on the right side of the balcony lie dead and the human and Dwarf warriors run round to the Drow’s flank, to aid Trennick.

Trennick swings but his strength is fading. The two facing him stab out with their viscious black blades. One stabs him in the leg (-5hp) Trennick blocks the blow from the other. Another volley of arrows fly. Derringer hits once, Sven hits once and kills an enemy. Raerlin hits twice but fails to kill anything.
The warriors reach the rear of the three remaining soldiers. Edmund fails to hit home, but Storri crushes the shoulder of the rearmost, dropping it to the floor as it screams in surprise.

Two left standing, both very injured. Trennick stabs out, his sword sliding through the gut of one, “D-d-die d-d-drow scum.”
The one remaining soldier turns to flee, only to meet the wrath of Ed and Storri. He ducks the blade of Ed and pushes between the two, leaping over the swing of Storri. Six arrows fly from your archer group. Two hit him in the back, both from Derringer, felling him. In less than five minutes all 12 drow soldiers lie dead!

Meanwhile, Duggon slides down the rope into the middle of Wall of Flame.

“DARGAN ROCKHAMMER! YOU STAND ACCUSSED OF BETRAYAL OF YOUR ORDER AND THEFT OF A RELIC OF TYR. YOU ARE CONDEMNED TO DEATH BY MY HAND,” shouts the assassin over the roar of the flames.

Duggon looks at the other two dwarves and a flicker of recognision passes over his face. Coating his dagger in Drow Poison.

“You have 60 seconds to make your peace with Tyr, may he take your soul.” Growls the dwarf before reaching up and cutting the rag from his mouth. His beard is flecked with blood, his eyes showing he is on the verge of death.

“I am finished anyway, Shadowheart. The Dark Dwarves will destroy the order despite the treacherous Drow. You <cough> will rot in the bowels of purgatry.”

Duggon kneels and offers a prayer to Tyr, feeling the heat of the wall, lifts the poisoned blade and thrusts it into the Dwarf’s belly. Within moments the traitor is dead.
Duggon then releases the other two Dwarves. They are fellow Shadowhearts, sent to kill Rockhammer. They are on the verge of death. Carefully and skillfully, he wraps their bleeding hands where they were held up with nails.

“Duggon, are you done?” shouts Storri from above.
“Yes, but I have found two comrades we need to get out and we still don’t have the hammer. Get down here and get rid of this wall – the enemy have scattered.”

Derringer drops the wall and one by one, the party descend into the throne room. The Drow have scattered. All that is left are a number of charred bodies, the dead Dwarf hanging on the crucifix, a large dagger wound in his belly and two dwarves on the floor, on the verge of unconciousness.

“Well I guess that’s the element of surprise buggered!” roars Storri, looking at the various exits, “Ok we need to be as swift as we can be to get what we need and get out again! The Drow won’t be to keen on us paying a visit and taking pot shots with fire balls at their royalty! I suspect we’ll have the entire bloody guard after us any minute now, so let’s find what we can and get the bloody hell out of here!”

“They dragged the leader through there,” points Duggon to an archway behind the flame scorched throne.
“Then I guess the Hammer is that way, let’s go!” calls Ed, sword ready.
“I’ll wait here and watch these two,” says Duggon.

As the rest of you charge behind the throne and into a smooth stone corridor. Ed stops short as his light falls on three hideous creatures. They appear to be half giant spider at the bottom and the torso and head of Drow. All three have bows loaded. They let fly, two of them thudding into Ed’s chest (-7hp) and throwing him backwards into Storri, knocking the Dwarf sprawling. Ed is unconcious and bleeding. As Storri struggles to his feet, the creatures reload.

“Driders! Shoot them buggers with yer bows and any spells you’ve got left!” barks Storri, grabbing Edmund and pulling him back.
“Bugger!” shouts Raerlin, “Derringer – any chance of a nice Fireball,” he calls, knocking his bow and firing.

An arrow hits one of the creatures. Trennick and Sven load up. Derringer gets ready to fire from his wand. The creatures both fire at the mage. Both miss and Derringer throws a Fireball into the corridor. It explodes in between the Driders and both leap towards you away from the fire, the blast throwing them forwards.

Storri meanwhile binds Edmund’s wounds and casts Cure Light Wounds (+4hp)

Before you know it, the Drider’s have discarded their bows and drawn swords, scuttling like spiders across the stone floor. Sven and Trennick draw swords and block them off. Trennick swings but the drider blocks. Sven crouches and slams his sword two handed into the belly of his foe, the sword going right through the creature’s body. It lets loose a piercing squeal and drops its sword. Trennick parries a blow against him.

Then Storri is up and charging, Morning Star in hand. He elbows Trennick aside with his left hand, swinging his weapon with his right, hitting the drider in the jaw, throwing it backwards. Storri moves in, not giving quarter. The drider rises and swings, hitting Storri’s shoulder (-3hp) Sven, elated by his kill, swiftly moves to aid Storri, nicking the drider in the chest.

Storri swings again, hitting the creature in the spider like body. The drider stabs at Storri, slicing his left arm (-8hp) Sven strikes out, his sword slices through the creature’s neck, removing its head cleanly off. The beast falls dead. Storri smacks it again, just to be sure.

“Good fight Sven,” grins shaking the Elf’s hand in a warrior’s grip. Sven smiles proudly. The kills were not easy and he’s certain a lot of luck was involved but for once he truly feels like a hero.

Storri walks of the blood pools toward the door and kicks it open. The rest of the party walks behind, Derringer helping the now conscious Edmund to his feet.

Beyond is a large room, full of treasure chests, paintings, statues. All manner of treasure. Half a dozen unarmoured drow stand protecting the injured king.

“We want the weapon the Dwarf had,” calls Storri, blood dripping from both his arm and morning star.

“You have no business here,” shouts the voice from behind the drow. The king appears, scorched all over his body, “A war is about to begin out there. The Dark Dwarves are rising and that creature you hold is one of their leaders. He was sent to assassinate me and take over . Fool, the Dark Queen favours this city above all others and me above most. You will be hunted and destroyed if you don’t leave here in peace. You can have the weapon and leave, but cause any more death here and you fate will be sealed.”

“Then give us the bloody weapon!” growls Storri.

One of the Drow takes the hammer from behind the back wall and slides it across the floor. Duggon takes it.

“We were sent here assassinate the Dwarf. Now we’ve done our job we will take the weapon and go. We have, therefore, done you a favour I believe of ridding you of your assassin,” says Edmund.

“Speak not too fast, stinking human. The Dwarf was to be a sacrifice to our queen. You have taken that honour from us. I suggest, for your own safety, you leave this place quickly. I can speak for my own, but Llolth is not so forgiving and her minions also roam these caves.”

“So, to lessen the chances of us having to kill every last one of yer on our way out of here, do you want to give us an honour guard out of here or is there a secret passage we can use?” asks Storri.

The Drow leader nods to two of his guards and they lead the way. Taking the hammer, you head off, and eventually are brought through the cave you entered and allowed to leave.

“My mission was to retrieve the hammer and kill the priest. I say let the Dark Dwarves and the Drow kill each other while we get back to a warm inn,” says Duggon.
“We should track down the Dark Dwarves and wipe them out!” disagrees Storri.
“You are not enough,” says one of the Shadowhearts you rescued, “They number over four thousand and they are forging weapons and armour. We managed to discover information vital to the Dwarfholds back home. We must hasten back there.”

Storri stops and thinks for a while, “Very well, Edmund, can you stand to lead the party out of the mountains. Meet back at the last town we were at in say two weeks from now?”
“Sounds good to me, but what of you friend? You cannot march home in so short a time,” says Edmund.
Storri unrolls the carpet, “This is urgent. I will take Duggon and Dwarves to the monastery. We’ll report what we found and get back to you a fortnight from now. If I can’t make it, I’ll send word.”
“Very well, go safely old friend,” says Edmund, grabbing Storri’s hand in a warrior’s grip.
You say your farewells and the four dwarves climb onto the carpet and fly away across the mountains.