Expedition to Undermountain

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Session 1 - The Expedition Begins
9th Tarsakh, 1380 DR

Halaster’s Call

On the Spring Equinox of 1380 DR, a long, rolling earthquake shakes the city of Waterdeep awake. Cracks appear in walls and crockery rattles, but no buildings collapse.

An uproar ensues. Earthquakes are unheard of in the city due to the warding efforts of the Watchful Order of Mage Protectors. Rumors of disaster soon race through the streets, fueled by the anguish of people across the city whose heads fill with sharp, sudden mental visions of a screaming bearded man whose eyes blaze with rage, sorrow, and swimming stars. The visions shift into scenes of pillars cracking and tumbling, ceilings collapsing in caverns and dark rooms, and surging explosions of blue-white sparks. These tides of fearsome force leave many who receive the visions gasping and on their knees, unharmed but overwhelmed by the sensation of great magical forces crashing through them. Repeatedly, the screaming face returns, with feelings of strong despair, of something left unfinished – and swept away in great loss and ruin.

What has happened? A few wizards across the city recognize the screaming face as that of Halaster Blackcloak, the infamous “Mad Mage of Undermountain”. Soon everyone knows that something terrible has happened in Undermountain. There’s an unknown but exceedingly dark doom approaching the city and the massive dungeon beneath it, and Halaster is very upset about it.

Those who have experienced the visions can’t stop thinking of Undermountain, of walking through its chambers and tunnels, of finding brightly glowing treasures. They yearn to go there, to answer Halaster’s urgent Call. Undermountain awaits, in desperate need. Something down there must be repaired, or renewed, or rescued. Halaster wants something done now, something vital. A terrible calamity must be set right, or greater doom will surely come.

That night, wizards, sorcerers, a scattering of adventurers and others dream of Undermountain and a screaming Halaster. They all feel a yearning to enter the infamous, legendary dungeon and “do something that must be done”. No one quite knows what that something is, but many momentarily mind-glimpse strange subterranean rooms, weird items, and a rushing Halaster struggling to accomplish various tasks.

Throughout the land, on the morning after the earthquake, wizards, sages, and all manner of adventurers start packing. The trek to Undermountain has begun.

9th of Tarsakh

Cale Rittfield, Dolf Battleborn, and HALO have discovered that they are all among the Called. Seeing as Dolf and HALO have significant battle prowess, but are new to the area, while Cale is highly knowledgeable of both Waterdeep and Undermountain’s upper layers but lacking in staying power, the three decide to join forces and the Fellowship Arkayik is formed. The group meets at the Yawning Portal Inn on the afternoon of the 9th, buys 10 days worth of rations for two (as HALO does not require food), and they set off into the depths.

The Fellowship discovers 2 secret doors before reaching the Hall of Many Columns. While searching, they surprise a Sluggard goblin guard party and manage to drive them backwards into the Hall of Many Columns. They encounter the anti-magic field that eternally cloaks the room and manage to use it to their advantage to defeat the goblin party. They decide to return to the surface to rest and recover from their wounds, and seek more information before heading down again.

Session 2 - Encounters in the Deep
9th to 10th Tarsakh

9th of Tarsakh

The Fellowship Arkayik is raised back up into the common room of the Yawning Portal Inn. They are swiftly approached by a youthful, energetic, blonde half-elf grasping a flute in one hand, and an ale tankard in the other. He wears a red cap with a golden feather, and smiles broadly. He introduces himself as Ellithral the Golden, a freelance bard with a specific interest in Undermountain.

He congratulates the Fellowship, as he made a small amount of coin by betting upon their safe return within 2 hours, with blood on their blades. He offers the group a drink, to which Dolf and Cale heartily agree. The group adjourns to a booth, and Ellithral quietly tells them of an associate of his, Errya Eltorchul, who posesses a small number of accurate maps of the immediate surroundings of the Entry Well, and offers to set up a meeting. He instructs the group to meet Errya tomorrow at noon in the Hall of Many Columns.

10th of Tarsakh

The Fellowship meets at the Yawning Portal Inn again, two hours before noon and heads down the Entry Well. While approaching the meeting site, they encounter a strange wooden sign hanging over a now open secret door they discovered the previous day. The sign reads: CHUK’S MAGIK SHOPPE.

The group investigates and finds a large, hairy, bugbear wizard named Chukt’yuktuk, or “Chuk” for short. He runs a traveling magic shop that sets up for a day or two at various locations across the upper three levels of Undermountain. Because of the significant risk involved with this, Chuk keeps at least two other burly young bugbear warriors around, and charges a significant increase on his items. Most are glad to pay for this service, however.

Cale decides on a (lightly used) pair of Lighting Gauntlets, and the group decides to buy a Scroll of Sending. They wish Chuck well, who thanks them for their patronage, and continue along to their meeting with Errya.

When the Fellowship reaches the Hall of Many Columns, they see a tall, pale woman with brown dreadlocks and a regal bearing who stands at the top of the northern stairs with her hand on her hip. She wears robes of muted brown and grey, and a fine scarf loosely draped around her neck. Her forearms bear ritual scars and dark blue tattoos. She is flanked by two large bugbears wearing steel breastplates. She introduces herself as Errya Eltorchul, and offers a copy of her map. The group decides to buy it, and the woman swiftly departs, accompanied by her guards.

After reviewing the map, the Fellowship decides to travel to the North, but is attacked from behind by the Caryatid Column as they leave. They lure the thing out of the Hall and defeat it. Afterwards, the Fellowship decides to return to the Hall of Many Columns and head West.

While passing through the Hall of Shattered Mirrors, Cale is grabbed by a mirror frame who reveals itself as Squammulsh the Mimic. Dolf is able to negotiate with the strange being for Cale’s release at the price of a week’s rations. Squammulsh retreats into unknown darkness, and the Fellowship decides to gather up the remaining mirror frames in the Hall and proceed further West.

Session 3 - The Good, the Bad, and the Unnatural
10th to 11th Tarsakh

10th of Tarsakh

The Fellowship meets a forest gnome druid named Deejo Glimmerdark along with her mastiff, Toph, near the Chasm of the Mad Mage. After basic introductions, Deejo reveals that she was sent on a mission by the Circle of the High Forest to investigate the unusual happenings surrounding Halaster’s Call. The members of the Fellowship reveal that they, too, are Called and suggest joining forces. Deejo senses a friend of nature in Cale, and remains unsure of Dolf and especially HALO, but she decides to join the Fellowship Arkayik.

The group now decides to head back to the Entry Well to sell loot and compare notes. They head East towards the Bucket, and are ambushed by Sluggard goblins driving along the fearsome Metal Master, an enormous slug embedded with shards and scraps of metal, who possessed potent magnetism powers. A fierce battle ensued, and the unnatural slug was killed and the remaining Sluggard goblins were driven off.

11th of Tarsakh

The Fellowship rings the bell to call the Bucket and is hauled up the shaft. Once above ground, Cale takes a day to locate a fence by the name of Phineas Goldtoe, who offers to buy all 12 of the mirror frames at cost.

Session 4 - Friends in Strange Places
12th to 17th Tarsakh

12th of Tarsakh to 15th of Tarsakh

Cale goes into the woods to the North of Waterdeep to commune with the spirits of nature and the fey. During this time, a gnome from Khorvaire named Quajhi approached Dolf, HALO, and Deejo, and asks to join in their exploits, as he has heard a small bit of their “marvelous adventure”. The group agrees, being in need of arcane power.

16th of Tarsakh

Cale has returned from the wilderness and met Quajhi. While the group is dining at the Yawning Portal, they are approached by an olive-skinned beauty with jet black hair and striking green eyes. She wears a crimson silk sash around her waist, and another holds back her raven locks. She introduces herself as Naneatha Lharilstar and says that she is an apprentice mage to member of the Watchful Order of Mage Protectors. She hires the Fellowship to obtain a specific kind of ore; magnelite ore. She informs them that it may be found in specific veins between levels 1 and 2 of Undermountain, and also gives them a special Scroll of Sending to reach her once their task is completed, and departs.

17th of Tarsakh

The Fellowship has gathered their wits and resources, and in the morning, descends once again through the Entry Well. They press swiftly to the Chasm of the Mad Mage, and begin to make their way down the cliff. They cross the Chasm once they reach the bottom, and continue along a tunnel path that Deejo informs them should lead to one of the magnelite veins. The Fellowship sets off and travels for around 6 hours.

Their journey is interrupted when an earth genasi tribesmen runs into their march, being chased by some sort of half-machine minotaur and two similar partly-mechanical ogres. The Fellowship Arkayik leaps into action, and slays the aggressors while defending the tribesman. They cannot understand his strange tongue until Dolf casts comprehend languages. The tribesman says that his name is Meru, and he pleads for their help and asks them to meet with the wise woman of his tribe.

The Fellowship agrees and follows Meru for an hour more until they come to the refuge of the tribe. They are escorted into a back chamber and they see that atop a pile of bones and skins rests a venerable old woman with skin like wrinkled leather, stark white hair, and coal-black eyes. The small, elderly woman drinks a strange, tarry black substance and begins to speak in a language they all recognize as their own.

She tells them her name is Thayana of the Horntallow Tribe. She goes on to inform the Fellowship that for many years, a wizard known as Kambranex has lived nearby their territory, in a citadel atop an exposed magma flow, which he uses to pursue his experiments in creating constructs and machines. Eventually, Kambranex contracted some manner of disease or curse on one of his journeys into the deeper layers of Undermountain, and retreated into his tower, only sending forth his creations to accomplish his goals.

Thayana tells the group that for years the Horntallow had lived peaceably alongside Kambranex’s machines, who paid them little notice. Then, several months ago, foul half-machine monsters began to venture forth from Kambranex’s tower. These horrors of mechanics and muscle begin to conduct raids on the Horntallow, abducting the tribesfolk and taking them back to Kambranex’s lair.

The Horntallow fled their usual caves and territory and took refuge in this large cavern with gray-green streaks along the walls. Dolf and Deejo recognize these as large magnelite deposits in the walls of the cavern. Evidently, the magnelite has some repellent property where Kambranex’s creations are concerned. However, it is failing. Thayana informs the Fellowship that the half-machines have been venturing closer and closer to the cavern daily.

The Fellowship harvests 20 pounds of magnelite to give to Naneatha later, and caches it with the Horntallow. Afterwards, they rest and begin to head out to the Smolderac Cavern.

Session 5 - The Long Way Out, The Short Way Down
17th to 18th Tarsakh

17th Tarsakh

The Fellowship is led towards the Smolderac Cavern by a Horntallow guide for around 4 hours. Eventually, their guide will go no further and points them towards a tunnel opening that simmers with a dull orange glow. The Fellowship emerges into a cavern with a soaring ceiling and a sheer cliff face in front of them. The glow is coming from atop the cliff.

The Fellowship begins the ascent with HALO in the lead to set pitons for Deejo and Dolf as Cale flies next to them. As they are around two thirds of the way up, two half-machine spider eaters emerge from holes in the cliff face and attack the party. The monsters are defeated swiftly, but not before Dolf is stung by one of them and succumbs to their poison of paralysis and falls off the cliff.

18th of Tarsakh

The party descends back to the floor of the cavern to check on Dolf. Having no mundane or magical means to help, they rest for several hours and Deejo prepares and uses neutralize poison, as Dolf has not become better during the rest cycle.

Session 6 - Turn up the Heat
18th Tarsakh

18th of Tarsakh

The Fellowship once again climbs the cliff face, this time undisturbed, and the reach the top and behold the Smolderac Lava Tube. A veritable river of lava flows before them, with choking noxious fumes rising into great cracks in the ceiling far above. Out on an outcropping of basalt within the lava flow, is a spire that holds a honeycomb of metal, stone, and glass, which forms a forbidding tower of fiendish architecture.

The Fellowship begins to explore the clifftop and discovers a tunnel that descends downwards and towards the lava flow, perhaps going underneath it, so they venture down it. The tunnel gives way to a small cave where they encounter a number of magmins playing in small lava pools. The magmins bid them to wait and fetch their leader, King Moltono.

Moltono bids them to kill a pyrohydra named Pyron Eightskull who lives further below. According to Moltono, Pyron’s lair is bathed in periodic blasts of super-hot steam, which the fire creatures find soothing. The steam comes from a “metal tunnel” that leads to Kambranex’s tower far above. The Fellowship agrees to this tasking, since it will give them easy access into the wizards tower.

Further still down the winding tunnels, the Fellowship encounters the steam-wreathed chamber of Pyron Eightskull. After a fierce battle ensues, Pyron is vanquished when Deejo uses an earth spike to impale him from below.

Session 7 - Out of the Frying Pan...
18th Tarsakh

18th of Tarsakh

The Fellowship investigates the roof of Pyron’s cave and discovers a 20-foot-wide vertical, smooth, metal shaft that leads up into the darkness. At irregular intervals, blasts of steam rocket down the shaft into the cavern.

The group prepares spells of resistance and ascends the slippery, humid tunnel. After a climb of 350 feet, they come upon an opening in the ceiling of the shaft, and upon peering out, they see an enormous forge, filling the chamber with a sweltering heat and fiery glow. The floor is made of polished basalt, and the chamber is stained with soot. The crack of a whip and cries of pain draw the attention of the group to between several carts filled with raw iron ore

A strange reptilian creature which exudes crimson flames and whose humanoid torso ends in a sinuous snake-like serrated metal tail uses its fearsome lower appendage like a whip to assault a group of cowering workers who resemble metallic-skinned dwarves with hair and beards of flame.

The Fellowship bursts through the trapdoor and do battle with the half-machine salamander. They defeat it and manage to communicate with the workers, whom they identify as azers. The salamander they slew turned out to be a cruel individual named Tazqualrin, a slavedriver who forces the azers to produce metal limbs and parts for Kambranex’s mad creations. The azers also inform the Fellowship that some doors only open to small, colored, metal cards that Kambranex’s lieutenants carry with them. The Fellowship has recovered a green card and a grey card from the half-machine minotaur, and now a yellow one from Tazqualrin. They tell the azers to go free, for which they are thanked, and then they press on through the lift to the North.

The lift takes them up a level and opens into a small antechamber with three yellow doors set into the other three walls. The door directly across from the lift opens up to reveal a small, circular room. A large symbol on the ceiling casts a scarlet glow over the room. In the center of the room, a large crescent-shaped arch stands atop a dais. A yellow symbol similar to the one on the ceiling, only smaller, glows at the apex of the arch, and a card-sized indentation marks the center.

The Fellowship decides it’s best not to fool with a wizard’s things unbidden, so they go back to the antechamber and try another door. This one leads them into a work room where 4 automatons mindlessly assemble pieces forged below into limbs and organs, their tool-laden hands quickly fitting, welding, and polishing the pieces into a larger whole. The Fellowship leaves the strange robots alone and scavenges some toolkits before continuing along the circumference of the tower.

The next room held a large partly mechanical, partly organic machine that filled the room with pulses of magical energy emanating from it. Arcane symbols and knobs and dials adorn a control panel on the side of the thing. The machine connects to the wall of the room before it, and the room after it, being presumably only one part of some horrible greater purpose.

The next chamber reeks of burnt flesh, blood, and electricity. The huge machine continues out of the wall, with a conveyor belt leading into the next segment like a gaping maw. The room is filled with dreadful grinding and zapping noises, and suddenly a woman is dislodged from the far end of the machine, where she falls limply to the floor. Shortly after a man follows, in the same state, and the noise lowers somewhat. Both of them sport new metal limbs, but it seems neither survived the attachment process. An umber hulk with huge metal limbs and serrated sharp fingers sees the party and attacks. The beast is felled, and Cale desires the thing’s eye orbs to sell to wizards as material components. While he cuts them out, HALO finds a red colored card among the few possessions of the umber hulk.

The card opens the doors of 3 cells within the room, set against the outer wall. 14 Horntallow tribesfolk are found within. Dolf bids them to wait so that the Fellowship may escort them safely back to their tribe, and the Fellowship heads back to the lift, which takes them further upwards when presented with the red card.

When the lift doors open, the familiar symbol on the ceiling illuminates the 20-foot-tall chamber with a hellish glow. An iron and basalt desk dominates the center of the room. An iron bookshelf, sparsely filled with ancient tomes, scroll cases, and other arcane items, spans the left wall. A fantastic machine fills the far side of the room, and atop the machine, 10 feet off the floor, a burgundy-skinned man with long grey hair and a bronze amulet around his neck floats limply within a glass bubble filled with glowing green liquid. Electricity pulses through the liquid, causing the emaciated body to jerk spasmodically now and then. Near the machine is a sophisticated workshop where metal limbs and strange tools cover two long workbenches. To the right stands a modest alchemy lab that has seen little use.

In front of the machine is a kneeling gleaming black metal figure, seeming almost to be a squire waiting to be knighted, until it slowly rises to reveal a hulking humanoid figure. it turns to behold you through a glowing green helmet slit, and bears a matching amulet to the figure in the glass sphere. A booming, grinding voice emits from the guardian. “FOOLISH SOFT CREATURES! YOU MUST BE MECHANIZED!”. And with that utterance, it raises one of its spiked black fists, both of which burst into flames, and a conical dart fires outward violently. The Fellowship engages in pitched battle with the strange being, and though Dolf and Cale nearly perish, the day is theirs!

The Mechanical Man falls, and Dolf reasons that Kambranex is the figure held within the glass sphere. HALO hurls his magical returning axe at the sphere, shattering it, and the machine powers down as the fluid spills everywhere. Dolf beheads the body of Kambranex, and the group searches for anything useful within the powerful wizard’s private study. They obtain several powerful scrolls and a masterwork alchemy set as well as several masterwork thieves tools and masterwork blacksmiths and metalworkers toolkits as well.

The Fellowship returns one floor down to gather the Horntallow abductees and begins the long trek back to their cavern. The descent through the steam tunnel is infinitely easier due to the progressive shut-down of Kambranex’s tower after the generator was damaged, and the delighted magmins are more than happy to help see the Fellowship and their guests to the cliff face. Several judicious applications of levitation and a few hours later, and the Fellowship reaches the Horntallow cavern.

Upon receiving the survivors and the news that Kambranex and his foul creations were forevermore defeated, the ecstatic genasi insisted that the Fellowship stay and feast with them. They were lead back to the main Northern Horntallow Cavern and treated to a unique feast, after which they bed down to a well earned rest.

Session 8 - Lights to Ward Off the Dark
19th Tarsakh to 6th Mirtul

19th of Tarsakh to 5th of Mirtul

The Fellowship awakes after a night of feasting and drinking with the Horntallow Tribe. They prepare spells and travel back to the Chasm of the Mad Mage after making their farewells to the earth genasi. They ascend the cliff and return to the Entry Well and the surface world.

It is here that Quajhi decides to make his leave, as the strange and terrible sights have proven too much for him. He resolves to keep more to House Sivis business but tells the Fellowship that he will be staying in Waterdeep at the local Sivis Outpost for the time being, and that they should drop by if they are in need of his skills, as they are part of the reason he is still alive at all.

Cale returns to the woods North of Waterdeep for a while to contemplate the things he saw and to try to contact Nyssa. He is disturbed by the fierce power of the unnatural creations of the wizard, and the ease with which they seemed to conquer the natural forces around them. He retreats into the depths of his own soul, seeking the power that Nyssa has always told him resides there.

HALO loses himself in the streets of Waterdeep for several days, where he ends up running into Danilo Thann himself, who is seeking inspiration on the docks. Danilo quickly befriends him, and HALO spends the next several days being shown the sights around Waterdeep, and staying at the New Ollam Bard’s College. He decides to make a sizeable donation to the College, at the sum of 5,000 gold Dragons. This is enough to begin construction of their new wing, which Danilo promises to dedicate to HALO and his friends, of whom he has heard much about from HALO during the preceding days.

Dolf spends a time at the Mordinsammrn as Greengrass is approaching, and the day bears religious significance for him. During this time, he meets Authgrim Stonebeard while making a futile attempt to study. Dolf has been sent to study in punishment for bringing a cursed item into the Mordinsammrn, an item he retrieved from Kambranex’s horde. Authgrim recognizes the runic inscriptions on Dolf’s sword and agrees to tutor him in the deep lore of the Dwarven traditions, as he believes Dolf is some manner of sacred or chosen knight due to the sword he bears, the ferocity of the trials he has faced thus far, and the depths of Dolf’s courage and kindheartedness. Dolf destroys the cursed ring and several mechanical limbs recovered from the lair of Kambranex during the Time of Spawning during Greengrass, and the red stone set at the base of his sword sparkled with pure white light. After the festival, he met Jurisk Ulhammond, cleric-wizard of Mystra, who agreed to enchant the fabulous mug Dolf had found in Undermountain.

Deejo and Toph strike out into the wilds outside of Waterdeep, venturing across river, plain, forest, hill, and valley. They hunt and live off the land, and Deejo communes with Ganna several times for guidance. She roams the countryside in animal forms and consumes secret and sacred roots and fungi and fruits to see hidden things and learn ancient wisdom from all living entities.

6th of Mirtul

The Fellowship Arkayik gathers once more in the Yawning Portal Inn, drawn back together by summons and the ever-present Call. Once more, they descend unto the depths. They move through the Hall of Many Pillars and the Hall of Shattered Mirrors, approaching the rope bridge across the Chasm of the Mad Mage. Upon attempting to cross, the party is ambushed by a number of darkmantles. Cale responds by continually dispelling the monsters darkness spheres, until one land upon his head, forcing him to begin using an area dispel every turn, which had some drawbacks for the teammates, notably Dolf.

The darkmantles were finally dispatched, and after some rest, the Fellowship continued onward across the rope bridge and reached the Corridor of Black Water.

Session 9 - The Horned Ring
6th Mirtul

6th of Mirtul

The Fellowship crosses through the submerged Corridor of Black Water, and onto the other side. After turning down the next corridor, they encounter a rippling curtain of darkness filling the tunnel. According to Cale, these are one of Halaster’s notorious traps, traditionally having an antimagic field effect in addition to the darkness and the heightened gravity. However, according to rumors amongst the Called, this one and several others like it on the Dungeon Level have only the darkness portion active after the earthquake.

This rumor proves true, and the group leaps the gap one by one. Down the corridor, at the end of a T-junction, is a 10-foot-wide bas relief of a snarling, demonic face. A round hole in the center of the faces’ mouth, some 6 inches in diameter, leads down into darkness. Cale notified the group that this was the Hungry Face, which projects a strong sonic attack which will abate when fed a scroll. The group found that a scroll of 3rd level stopped the effect while a scroll of 1st level and 2nd level did not.

Cale informed the group that his continuing dream-vision took place on the Falling Stair, which was not far from their current location. In his vision, a glowing blue-white presence places a small metal item into his hand. It is accompanied by the impulse that the item is incredibly important somehow to their current quest. The Fellowship decides to proceed directly to the Falling Stair.

Upon drawing near, the Fellowship feels a deep rumbling and the walls shake and the staircase ahead of them collapses into a rocky pile of rubble. Cale tells them that this is to be expected, however. After about 30 minutes, all the fallen dust and rubble begins to rise silently towards the ceiling, and in a moment, the stairway is clear again. As the Fellowship proceeds up the now safe stairs, they are attacked by two blazing globes of fire bouncing out of the darkness above. A battle ensues, and the blobby fire things eventually collapse into smoldering ooze that quickly cools as it runs down the stairs.

Cale walks slowly up the stairs, and a shimmering web of arcane energy spreads forth to stop his progress. At the center of the web is a pale blue-white glow that pulsates in a calm, nonthreatening manner, as though waiting for him to do something. Cale reaches into the light, and wraps his hand around a small metal item. As Cale looks at the item after he draws it out of the light, it turns out to be a small black iron ring set with a pair of horns that sweep back towards the wearer, with a ruby in the middle of the horns.

Afterwards, the glowing presence retreated up the stairs and the glowing web disappeared, with a wall of force left in its place. As the glow winked out in the distance a voice resonated in the Fellowship’s head “NOW LEAVE THE STAIR TO THIS CITADEL”. The Fellowship hurriedly made their way down the stair and made camp in an alcove slightly to the North.


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