The Dwarven Mine

The dwarves have sealed the back of their mine after discovering valuable minerals in a new cavern and losing a whole dwarf mining family shortly afterwards. After some negotiation the dwarves agree to pay the party per foot (as in high not appendage) of monster slain. The party are led through the mines blindfolded and pass through a gate which is locked behind them. Lura scouts ahead and reports the sound of running water and sound of (possibly webbed) feet. The party enter a cavern with a central lake to confront strange hairy human-like creatures. The party’s strict First Encounter Protocol is then put into action – they wipe the bastards out. Who knows what these hapless creatures were? Simple burrowing creatures whose daily toil is essential to the ecology of the surface world? The afterworld bodies of the ancient dwarvish ancestors? The party themselves in cursed forms sent back in time to meet a grisly fate? We shall never know. They are quickly turned into 47’ 4”@ 5gp per 2’ of adventuring fodder.

Ditto the next few caverns and rooms until Midge becomes slightly queasy at slaughtering the females and young (the rest of the party are chanting 82’ 2”, 85’ 4”, 89’ 8”……). The party find a secret passage going up (TBEL – to be explored later), a trap going down (niftily avoided by Brand) and three out of five missing dwarves (damn – forgot to negotiate a rate for them). So far so good.

The next room contains a fountain (with coins) a throne (too heavy to carry) and an entrance to an evil temple. Let me see statues of wolves, murals of giant wolf stomping on cities, carved relief of grinning wolfshead above altar. Bit of a theme here - this must be an ancient temple of the Order of the Goat or perhaps Chicken? (TBEL because TMGOD (too much gold on display)). Next a room with pillars – carved pillars – carved I Bet They Come to Life pillars. Intelligent and careful movement brings Roc next to a pillar which does indeed try to beat the crap out of him. But adventuring is a game of two halves. Final score: Party 2 Pillars 0.

A bridge to cross – the party show off their new boots. A few more secret doors are discovered. A few suits a plate mail are also discovered and valued and an ancient alchemist’s lab is picked over by Dindle, after disposing of its small (barely 5gps worth) but aggressive inhabitant. Now the party are working their way towards the serious stuff. A skeleton with TMGOD? Hmm. An evil looking wraith in the next room. Hmm. Lets attack the skeleton although we know it could be dangerous. Whooomph! Half the party gone. Lets have a go at the skeleton’s treasure. Whoomph! The other half are gone!

Lura follows Roc to a tower in Dolgold castle. Kaala and Dindle merely end up in the alchemist’s lab next door. Midge is transported to the entrance from the mine so at least he knows where he is. The party slowly reassemble. But where is Ralph? And Brand? The magic appears to have worn off the skeleton, however, and he is duly destroyed and his treasure looted. The wraith next door paralyses at a distance through magic and provides a tough opponent but Dindle’s Magic Missiles finally finish him off (although Kaala, Roc and Midge are paralysed in the process). An iron door which cannot be opened. A rusty lever. What to do next? Meanwhile Brand wakes up in what appears to be a broom cupboard. But whose? Oh dear!

After a while it transpires that Brand has been captured by a magician with a beard plus at least four nasty goblinoid creatures.. He makes a brave escape to another room with sadly only one entrance and makes a severe nuisance of himself before being overpowered. The magician is interested in where the rest of the party has got to and Brand says they are in an underground complex without giving the location. The magician is frustrated and retires to think of an evil plan, preferably involving maiming and torture.

Meanwhile some of the party get wet feet as a room they enter begins to fill with water. Happily they find the plughole before the shorter members of the party begin to have breathing difficulties. The next room to be investigated contains a chest, an iron snake and a falcon on a plinth. The snake comes to life which is followed very quickly by death. The chest is effortlessly opened for 1522gps of loot and a small secret compartment is detected in the plinth. In the compartment are 27 gems worth 1740gps plus a spell book and a replica (i.e. the real) falcon. On the flyleaf of the spellbook are the words ‘Blackbird Fly’ which Dindle quickly works out should not be read out aloud without careful thought.

Unable to get through the iron door (the lever was tried but broke) the party investigate the upper level. Some deserted rooms and then a temple is found. On the altar is a lump of stone (very similar to those in a well-known stone-circle) and the wall is covered with carvings of squat troll-like creatures. In the next room (sneakily observed) are some squat troll-like creatures round a fire. Midge decides that scouting invisibly might be a good idea and finds several dormitories containing more of these creatures. Then he finds a rubbish room complete with shute which much to the delight of the hungry gelatinous cube below he falls down. Is this the end of our hero or will some recently acquired boots save the day?

Midge is in trouble, the cube only needs to succeed with a single attack to immobilise him. Midge, however, fights on the run and by dint of his newly acquired speed wins the day. A little engineering lets him out of the trap and back to his companions. Brand meanwhile escapes and rejoins the party. Using the old Silence Spell On Pebble trick they effectively isolate the remaining inhabitants of the underground complex. Various trollings, a wight and a powerful skeleton are disposed of (not to mention a water creature). The party return to the dwarves to collect their reward and to discretely send out for further supplies.

A trip to the Bluebell flushes out the assassins who appear to have been after Priscilla as well. They have barely ordered their first drinks when the air becomes thick with flying daggers, which as Midge finds out are coated with a particular noxious substance. Priscilla, however, has taken the precaution of entertaining a friend from Ristenby who also happens to be handy with the dagger. Despite some invisible reinforcements the assassins lose out and their equipment adds to the party treasure.

Meanwhile Brinn, the dwarves and some local businessmen are drawn deeper into pacts of mutual cooperation and everyone is sworn to secrecy regarding the underground complex. Nordegai the magic user has, however, left the hobbit hole and may be out there plotting revenge…..

Midge, however, takes to the air, courtesy of Blackbird Airlines, and flies over the wood where Lura’s tracking suggested Nordegai might be. He duly spots an encampment deep in the wood and the party use their skills at ambush once again. Nordegai and his goblinoid allies lack any kind of woodcraft skills and are taken by surprise before Nodegai can bring his powers to bear on the situation. The party recover an interesting artefact, the wand of Dolgar, which after some experimenting in the stone circle, they deduce can (depending on which end you use) do Stone to Flesh or Flesh to Stone. The one process charges the other to a maximum of 6HD. Gradually the missing of Dolgold are returned to life, even Erin the Wolf, who is dumped in Brinn’s dungeons for safekeeping. Prando the hobbit is very grateful for his release and reveals to Midge that his ill gotten gains were indeed the proceeds from a raid on an Order of the Wolf secret temple which he made with Priscilla. He donates half the remaining loot to the party.

The party then turn their attention to the one small detail they have not investigated. The barrels found by the lake and the mystery of the alleged giant otter attack. It is quickly established that the otters are innocent (at least that’s their story) and the lake has had giant eels dumped in it. The party aren’t too happy at the prospect of underwater combat but Dindle conjures a few sharks who in the tight space created by a large net (courtesy the villagers) create havoc among the eels. The village looks forward to many fish and chip suppers

Having achieved more than could have been hoped for the party settle down to some serious celebrations which the villagers are only too happy to encourage and the local economy receives a welcome boost. While this is going on various messages wing their way around the vicinity and high priced goods are ordered and received. Kaala is recalled to Ristenby to take over the adventuring party there and the party are joined by a Healer, Lana to compensate.

Perkin has received a plea of from Griffon Duchy, who have heard of the party’s reputation (as have all insurance organisations within a hundred mile radius), and need help with a delicate matter (yes, they’re desperate!). The party make for the Duke of Griffon’s castle (where if necessary more shopping can take place) where they are briefed on their mission. While they are there, Lura (who may be surprised to hear this!) receives, a parcel from Prando containing her father’s sword which he found in a secret compartment in his hobbit hole and some accompanying experience points.

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