The Landed Gentry

After resting up the party debate which portal there should explore next and opt for a jaunt in the forest. They arrive in the middle of a stone circle and scout around to see whether anyone has been there lately. They discover what appear to be offerings of herbs near the stones and tracks leading to the edge of the circle (but not into the forest). The party correctly deduce that this circle might have some druidic significance which is confirmed when some druids turn up. The Druids assume the party have near god-like status and are entitled to free rare herbs until Midge talks them out of this much to the disgust of Brand who had noticed some rare brewing herbs had been left in the circle. As a friendly gesture the party agree to sort out the inhabitants of Skeffington who have been showing disrespect for the forest lately.

Unfortunately for the party it turns out that Skeffington is not quite what it seems. All goes well at first. Midge goes ahead and invisibly infiltrates the castle and observes some evil ne’er-do-wells being given orders by a man behind a desk. Unluckily he then finds himself trapped in some kind of force cage and captured. Meanwhile the rest of the party bluff their way in and are (apparently) granted an audience with the Baron. They are shown to an anteroom where again a force cage traps them. The party are now in deep trouble as there would appear to be hostile high-level magic-users in the castle (weren’t all high level characters supposed to be off helping with the war effort?). Time passes, however, and nothing happens. Clearly someone is waiting for orders or there are more important things on the minds of those running the castle. With luck the party will not be recognised and their capabilities will not be fully appreciated. The party duly recover spells and hatch a plan. The castle’s elite guards are unable to contain the party long enough for the high-level magic users to arrive.

Back at the trans-planar portal lounge beneath their own castle the party resolve to investigate Skeffington at a later date when they are fitter, stronger and have more backup. In the meantime Midge, Brand, Dindle and Maelith the Drow explore the castle above (results in Castle Raglan II). Midge takes time out to talk to the Bard about the possibility of the assassin who is after the party being a Rakshasa (high magic-resistance, detect thoughts, shape-change etc.). The Bard does some shopping for the party in town (blessed cross-bow bolts etc.). The Bard doesn’t recognise the description of the harbour in the portal illustration but points out that the nearest coast is in south where lie Carondor’s two main cities.

The party pass through the ‘harbour’ portal. They arrive in a sea-cave which it simply stacked with treasure (with a nautical theme – lots of pearls – recovered treasure chests from sunken galleons etc.). Several members of the party start uncontrollably salivating. Others of a more practical nature calculate how much pension it would buy assuming the lump sum is spent purchasing a tropical island. Spoilsport Midge points out that although it probably belongs to a dragon it could theoretically be a good-aligned one. Disturbed by this possibility Rok fills his pockets and heads for the portal. Sadly there appears to be technical malfunction in the portal and Midge appears to have set off an alarm by the only exit. The party climb some stairs to a trap door and enter a tower (as illustrated on the portal). The tower appears to be empty but recently occupied. A cat is spotted as the view from the roof is checked out. The tower appears to be on an island (slight change from illustration) and a very large port is on the coast nearby (5 – 6 miles).

The cat is helpful and advises the party to seek the enchantress’s apprentice, Alf, in nearby Greatport. Rowing towards the coast the party get the somewhat disconcerting impression that they are being followed by a large animal underwater. In Greatport the party find Alf and have a chat. They want to meet the enchantress but Alf says they need to prove their worthiness first. He sets them the task of recovering the goods of a craftsman who has had them illegally confiscated by a tax collector. A cunning plan is hatched and the party first use Midge’s contacts to purchase some counterfeit gems and money. This takes them to the rough part of town and they are set upon by 10 thugs. The roughs are tough but the party are tougher. Only a few survive to run away. Then some party members create a diversion by getting drunk very noisily in a tavern four blocks away Dindle and Midge emulate Father Christmas by going down the tax collector’s chimney. The craftsman’s masterwork tools are recovered and the counterfeit loot is planted in his coffers (no doubt this will get him into lots of trouble when he delivers it to the government).

Alf is pleased and he invites them to meet his mistress. Back at the tower the enchantress has prepared a sumptuous meal for her guests. She tells them that the portal system once belonged to a powerful magician thousands of years ago when planar travel was common. But some of the travellers opened a planar rift through which came something that destroyed their civilisation. The magician left for other planes but her family was charged with guarding the portal. In return the party tell of their adventures which she finds interesting. She invites them to come back and releases the lock on the portal so that they can travel back to the castle.

Back at the castle the Bard has invited to dinner a merchant from the nearby town of Salar-Aelendil who seems to have knowledge of the jewels which act as portal keys. She offers some for sale at 1200gps. She is coy about where she gets them from and the next day the Bard follows her movements to see if he can determine her source.

Meanwhile the party head back to the forest of Skeffington disguised as Royal Rangers with a (genuine) charter to protect the forest. A non-complying Skeffington guard is killed and his logging party sent off with a caution. As the party plot their next move Brand discretely arranges a meeting with a mysterious stranger who may throw some light on his past while Dindle, Midge and Lura go for a stroll in the forest across the lake from the castle (where according to the Bard a unicorn has been sighted).

While Midge and Dindle meet with the Chief Druidess and discovers that she knows something about their castle they don’t and wont spill the beans until she is told the names of the ‘Great Dragon of the North’ and the ‘Great Dragon of the South’. Lura spends her time with the Druid’s assistant. Midge then busies himself arranging a meeting between Vaarth and the Greatport enchantress hoping that between them they will provide the information required by the Chief Druidess. Vaarth and the enchantress both turn up in person for the meeting with the Druidess who on being told the names gives Midge a red jewel.

Midge then rejoins the party who are camped out near Skeffington as a deterrent to would be loggers. A logging party escorted by a knight on horseback and several men-at-arms is stopped in its tracks and sent back without bloodshed much to the disgust of Rok who hasn't had a good horse stew for ages. The knight later returns with an invitation for dinner with the Baron at which point the party have the sense to send to the Prince for a real diplomat.

The diplomat visits the Baron who agrees to stop the logging! A major victory for diplomacy – obviously all is not what it seems.

Using the red jewels the party discover ways down to the demi-plane underneath the castle from each of the castle towers. Further a hidden room contains more of the red jewels (40) plus instructions on how to create portals with them (sadly this process is not easy and requires 24 – 48 hours). Vaarth offers them 10,000gps for each jewel and a wrangle ensues as to whether to let him have the jewels and what entitlement Maelith has to the proceeds. The Drow is somewhat indignant that she should not be considered for a share of this money and in the end the party relent after Lana is sent to negotiate with Vaarth.

The party then return to the Underdark feeling that the ‘Road to Hell’ was their best chance of encountering their evil MU opponents. Their first encounter was with an axe-wielding black-skinned giant who reeked of evil. Luckily he only gets in a couple of (heavy) blows before he is brought down but the party are reminded of how dangerous the Underdark can be.

A little further on they meet a broad short man in exotic clothing on the edge of what appears to be a 50 foot diameter pit. He is stroking his chin and muttering but when he sees the party approaching he looks up and say 'You must be the help I was expecting.' He has been contracted by the 'powers that be' to close portals along the Road to Hell and this one, being so large is causing him a few problems. He needs some 'helpers' to figure out the exact nature of the planar breech i.e. people who are stupid enough to descend into a bottomless pit reeking of evil merely because some brightly dressed nutter is standing on the edge talking to himself.

Naturally the party jump at the chance and soon find themselves dangling on an endlessly expandable rope helpfully provided by Treskallion Cordollin of Union, Portal Closer to the Gods by appointment. 400 feet down the pit gravity reverses itself and to continue the rope has to be hauled up in the direction of the other plane. Luckily sufficient members of the party had Boots of Flying/cast Fly spells on themselves that the operation is succesful. At the other end of the portal, however, two black-skinned giants are waiting. They give chase and another bruising encounter ensues and the advantages of having both a Cleric and a Healer along manifest themselves.

Treskallion had encountered Shae-na and Drek's party the day before and indeed the two winged females and the rest of their scouting party soon emerge from the depths of the Underdark reporting that they had scouted the Orc city further down the Road to Hell. The Orcs themselves were being harassed by demons and frequently taken as slaves when an evil magic user had stirred them up with an alleged prophecy of conquest on the surface. There is no trace of the magic user now and although the orcs and demons continue their struggle their is little immediate danger of a further eruption.

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