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Recap For a full recap, refer to Campaign VII's Mission Two. After reviewing Campaign V, Mission 8, I've concluded that Grythe is no more. The troll was well and truly destroyed by the powerful guardian of the treasury (mistakenly labelled as 'armory') in the map. I've also found many of the original maps for the first venture into the ruins of Tymarell. Currently, Taryn and Sammeth are caught near a vortex that leads down into the dwarven ruins -- through the huge spider Adjantis.
What's to Come They are not a happy-go-lucky bunch, and are quite willing to kill first and ask questions later. They are also Neutral and not Evil in outlook. Many are mad, but the few that have regained their wits the past few years without Grythe's slavery, have begun exploring their former home of Daggoneth. The leader of the Deepsmiths is Trorgil, a wizened old dwarf that walks with a cane. Trorgil understands that some of his kind are borderline crazy, battle-ragers, and more -- but they are a tough people that have fallen on hard times. Trorgil leads from Grythe's old home, the tower remnants of the mage of Tymarell.
Deepsmiths (two score of them) - CR 1ea Trorgil and the others would be willing to enlist Sammeth and Taryn's aid in exploring Daggoneth, and even willing to consider accepting the population of Takanal in exchange for recognition, gold, gems, workers, and more. Most likely, Trorgil would ask Sammeth and Taryn's help in killing Adjantis, and making it easier to get into Daggoneth, as opposed to the other, longer ways they have of getting in -- ways in which moving mining equipment or debris removal is made difficult. Trorgil would be willing to pay from the wizard's tower's and Grythe's treasures:
Deepsmith Treasure: spined shield (2,670 gp), brass mug with jade inlays (281.2 gp), carved ivory statuette (90.8 gp), jeweled anklet (3,917.4 gp), sapphire pendant on gold chain (1,654.7 gp), 2,059 Karatikan-proof gold coins, woolen tapestry #1, 4'x16' of the story of the wizard of Tymarell (412 gp). woolen tapestry #2, 4'x4' a map of Tymarell and the surrounding environs, in its prime (297.2 gp), 198 Tymarell-proof gold coins, gold sheen obsideian (65.3 gp), potion of reduce (at 5th level) (250 gp) in a small vial -- smells of naptha and tastes of sulphur. The ruins themselves are infested with lightning-like creatures only closer to the draw-shaft that was hewn to 'the old city'. The ruins of Daggoneth would be as alien and as big an unknown to the players as it is to the Deepsmiths that have been away for so long. The lightning creatures come in a variety of sizes and powers, but are all essentially the same species of incorporeal ghost-like creature. They likely cannot be harmed or destroyed by conventional means -- though Sammeth's blade Ghost could do so. The creatures can even inhabit corpses -- though attempting to inhabit a live body kills it. The ruins of Daggoneth are thus full of what appear to be undead, but cannot be turned, and also deal electrical damage -- the amount depending on how mature the electrical 'zapper' (as the Deepsmiths have named them) is.
Zappers - CR 5 or +2 Many spells may work on Zappers, especially on the bodies they may possess. Possessed bodies appear as undead, but cannot be turned -- but they are sensitive to critical hits. Oddly enough, heal-type spells on possessed bodies disrupts their energy patterns, and can force them out of the body, as can possession spells. Possessed creatures also deal an additional 1d8 electrical damage, and may act very oddly, as the Zappers are truly alien to conventional ways of thinking. Zappers are capeable of animating even skeletal remains, but the remains may act very strangely, and may not even be organized properly, as the skeleton was in life. Such skeletons will probably leak a blue-white light from where the Zappers are powering them. Zappers 'eat' charge, including bioelectric charge, so anything living is a food source, as is anything that sparks. If they were to get free and into the atmosphere where storms could 'feed' them, then they could very well destroy the world. Luckily, they don't know a 'world' exists, and cannot follow the static charges through solid objects, 'incorporeal' they may be. Possible encounters in Daggoneth include (but are not limited to): Deepsmith bodies, their pets (cats, dogs), their food sources (goats, sheep), their mounts (donkeys, velosciraptors), and other animals associated with them (birds from the mines, rats from their kitchens, etc). |