The Lord of Lance Rock

The party members, minus unconscious Simon, crowd into the crumbling burial chamber behind the throne room and look around expectantly for the treasure chest. Instead they find a sarcophagus and a classic statue of Selûne’s Starry Eyes. A decorative rug adorning the chamber’s sarcophagus entices Barrin to touch it. It leaps to smother Meega who holds her breath the six seconds it takes her compatriots to roll up the rug.

Over the objections of no one, Allana and Barrin eagerly attempt to open the engraved tomb of King Solomon Petrikov, but the heavy lid resists until Meega obliges with a mighty shove. A silver-bladed longsword with a glass hilt encasing an orange strand draws Allana’s attention, but Barrin yoinks the sword from the skeletal remains. At first Allana settles for the consolation Bag O’ Family Biscuits, but she soon persuades Barrin to yield the Sword O’ Psychosis as well, leading to an awkwardly one-sided conversation with someone she calls Opeth.

Argyle gathers King Simon’s languid form and the Order of the Graverobbers adjourns with their newly acquired boar cart and horses back to town. The opportunistic Rumplestiltskin predictably intercepts them immediately upon return, ungratefully falling to pieces over the lost boar. Allana reunites the undeserving Rumplestiltskin with his cart and horses.

Back at the Swinging Sword the night passes uneventfully and, to everyone’s vast relief, King Simon awakes in the morning. Pointing to the word “Family”, he claims the Bag O’ Family Biscuits and, pressed by Rollen, reluctantly reveals his surname is Petrikov. A Selûne acolyte at All Faiths imparts that the late Solomon Petrikov, king of a peculiar nearby barony, begat two sons: Sherman and Simon. Simon denies any relation owing to a slightly different pronunciation of the identically-spelled names, but Rollen’s suspicious mind carefully tallies these coincidences for later.

Next on the agenda is the pressing issue of Vallivoe’s kidnapping by the Lord of Lance Rock. Although this title implies a feudalism, everyone in Red Larch knows that Lance Rock is merely a huge rock slab, entirely devoid of a governable populace. Jalessa, renown briner of fine hams, reconciles the puzzle: “Yes, Oi know ov this self-appointed Lord of Lance Rock: tetched in the ‘ead,’e is.”

A quick consultation with the constable turns ugly as he and King Simon each suggest the other should be incarcerated for the good of society. Allana narrowly diffuses the volatile confrontation and the party quickly ushers the king out of town toward Lance Rock, a short walk southwest. Along the way, up in a tree, Simon spies a “bird” comprising a black arrow pinning a skull and a note deep into the trunk. Portending the remainder of his filthy day, Barrin removes the assembly, abundantly handling what turns out to be a human skull and a grammatically ambiguous missive written on human parchment: “The last laugh you’ll be next Valklondar.” Barrin wipes his hands on the grass, Rollen horks the arrow, and the march continues.

Lance Rock, a massive monolith of grey granite protruding vertically and angling east, stands where, according to legend and evidenced by the gouges in the smooth stone, a dragon dropped it. Nearby a nearby sign warns, “Come no closer lest you catch the plague that afflicts me,” at the entrance of a brush-choked ravine. Blameless pushes bravely to the front courtesy of plague-averse Rollen, but it is Barrin who discovers the body rotting in a cave entrance.

“Hey look, guys, it’s a body.” As though fulfilling some hidden cosmic desire, Barrin pokes the zombie into angry animation. A brief but fierce fight ends when the zombie explodes putrid guts and ichor on Barrin and Rollen. Meega ducks. Blameless, proficient with medicinal herbology, satisfies himself, if not Rollen, that this zombie undied of natural causes unrelated to plague.

Barrin, perhaps distracted by the stench, wanders into a boulder ambush effected by suspiciously well-organized and patient zombies inside the cave’s first chamber. The dungeoneers develop a rhythm for effectively subduing the undead and briefly consider activating a storeroom full of standby zombies to test their methodology, but elect instead to press deeper into the cavern.

Rounding a corner the party finds a small, star-shaped chamber wherein a bear, a maiden, and a jester sway idly, unconcerned with the interlopers. Simon casts a distraction down an opposite passage while Blameless dashes through the chamber experimentally, instigating a macabre dance of exceeding creepiness. As happens too often, dancing degrades into a melee that costs Simon his precious consciousness and the festivities end with stabs to the costumed zombies. As Argyle feeds Simon his hourly healing potion, Barrin and Rollen make good use of an oatmeal-free trickle of water to clean up.

Moving along with restored determination and hygiene, the party glimpses a large chamber where a hooded figure stitches together sundry body parts on stone slabs with a bone needle and dark thread. Retreating out of earshot, the group crafts a cunning plan to run in and injure the zombie necromancer by any means available. The plan executes perfectly each time he regenerates and the commotion attracts the attention of four animated skeletons at the opposite end of the chamber. Despite the skeletons’ innovative use of ranged weapons, the fellowship, in top fighting form, methodically reduces them to bone meal in short order.

Wasting no time to determine where skeletons might carry loot, the party charges across the chamber in pursuit of a fleeing perp observed early in the fight. The chase traverses two entirely unique passages that appear to reconverge ahead. Allana musters her concentration to study this redundant topology and determines the single crucial difference: the left path is on the left and the right path is on the right.

In the center of the boss dog chamber, a pedestal of arms holds aloft a crystal sphere projecting an Elder Elemental Evil Eye. Allana begins another one-sided conversation while Meega, sauntering up to the E4, enrages a wizard, presumably the Lord of Lance Rock, who emerges from behind the curtain and hurls magic at Meega. Reacting, Meega launches a couple of hand axes back at him. Rollen aims his longbow at the offending wand but tags the LoLR’s magicking elbow instead. The LoLR foolishly teleports next to Barrin who critically sticks him with the pointy end and he crumples, unconscious.

The eye chamber is quickly ransacked before the LoLR regains his senses and the party finds 99.32% of Endrith Vallivoe who urges the immediate termination of the LoLR. Blameless obliges the request. Simon, observing Vallivoe minus one hand, removes a suitable replacement from the LoLR. Rollen picks up a journal and the party makes its way back to Red Larch while Simon tries out material for his new scroll, 101 Japes for the Maimed.

Back in town Vallivoe’s urchin fan club turns out to welcome him back and everyone gets a good night’s rest. When Vallivoe feels up to it, the gang carts the King’s Mattress out to Lance Rock for final assembly of what is later determined to be an Elven portal. Vallivoe’s configuration requires that the mattress stack upright upon Lance Rock and, although the group assembles the project within specifications, the device does not power on self test after several days of failed attempts. Still and all, the project is a welcome change from the death and destruction of the preceding weeks.

Bandits at Red Larch

Rollen regains consciousness, but the effects of multiple head trauma have taken their toll. “What happened?”

Meega gently guides him back to the path to look for the horses. As the fellowship’s only one-quarter orc, Meega has the most to lose if she and Rollen can not track a second horse to pull the cart. The casually-racist assumption that orcs are good at pulling carts happens to be true in Meega’s case, but that makes the characterization sting worse. It would be no help that the horse they find is entirely unsuitable for cart-pulling having lost several essential cart-pulling pertinences to lupine digestion, not the least of which the capacity for life.

Realizing a second horse would not be forthcoming from the universe, Argyle and Meega assist the remaining draft horse, Draco-Odor, at pulling the laden cart to Red Larch on schedule while the rest of the party provides additional ladening and some encouragement. Thusly do Rollen’s Regulars roll into Red Larch with royal reliability.

With the afternoon sun fleeting, the party divides up so as to spread offense and confusion at maximum efficiency. While Argyle thanks Moradin’s providence and proselytizes tough love at the all-faiths shrine, Allana and Blameless metatrope the tavern keeper at the Upside Down Mop Bucket at High Sun™ regarding one Endrith Vallivoe, sought to sign a waybill for the precious grey slab emanating plot lines from the cart.

Thanks to Red Larch’s pioneering postal address system, the party have no difficulty locating Vallivoe’s Sundries at #22 in the south of town. The unnervingly intermittent furtive visages of children validate an offhand comment made earlier by the tavernkeep that Vallivoe’s children “are a thing”. Setting aside all other considerations, the party attempts several modes of pediatric engagement including chasing, deadly force readying, dust kicking, deception, condescension, cajolement, and ambivalence. Meega and her 1% bubble pipe satisfy the puzzle and allow the party to progress, with Argyle lighting up the bubbles and Barrin contributing rodentry to the amusement. Argyle feeds the urchins.

The sundries shop contains many sundries but Vallivoe is not among them. Simon, noting the unchecked box for “signature required”, proposes leaving the stone under the welcome mat and calling it a job well done. But P.E. Ardak’s words linger on the wind, “Deliver the box to Vallivoe PERSONALLY! OooooOOOooo….”

The children’s testimony and a thorough investigation of the house allow these sanctioned conclusions:

  1. Vallivoe disappeared in the night unexpectedly four days ago.
  2. A few horse-mounted ne’erdowells entered the Sundry shop by forcing the back door, presumably coincident with 1. They rode off south.
  3. Small valuables and the cash till were heisted, presumably coincident with 2.

Armed with knowledge and arrows, the party determines to confront the local constabulary, Harburk, AKA the Butcher of Red Larch, at #11.

Attending the butcher shop is the butcher’s wife, a woman so uncommonly common that King Simon’s bond compels him to compel her to his aid, acquiring a ham and directions to the constable.

Two buildings over the detachment finds the constable and his deputies relaxing after a long day of abiding bandit raids. Simon, giving them a good monocle-ing over, learns that two deputies of Red Larch were earlier disemboweled on the road east. Gross. Because they are shorthanded, these pipe-huffing law men can’t be bothered to investigate the disappearance of Vallivoe.

Exhausted from a full day, the group elects to break for the night. They sample the fare at the tavern and rent rooms 3 and 4 overlooking the stables at the Swinging Sword. The evening passes without incident thanks to the vigilance and high armor class of William the Stable Boy. Argyle, snoozing under the cart, awakens with a blanket lovingly tucked around him.

At dawn, a ruckus involving the constable erupts outside the inn. Blameless interviews Rumpelstiltskin,  an irate, transient merchant who indicates his two horses, cart, and a superior Waterdeep-bound boar were stolen right under his nose at #21, the market on the edge of town, by two horse-mounted bandits making south. An investigation of the site reveals Rumpelstiltskin’s nose was actually in town during the heist, but the two-horsed-bandits story is completely legit as far as he knows. Proceeding on this dubious information, the fellowship pursues south on foot.

Careful investigation down the south Long Road leads the party along a side path recently marked by four horses and a cart. Barrin scouts imperceptibly ahead and spies four bandits eating ill-gotten boar. Nearby are four horses and an enigmatically caged black bear. After carefully collating data on the camp, Barrin, drawing on years of training and preparation at monk academy, uses sophisticated, detailed hand and arms signals to silently and painstakingly communicate these particulars back to the party creeping up the path. Simon, cleanly separating character knowledge from player knowledge, charges up the embankment. Barrin crits on dual-wield facepalm.

Alerted to the presence of interlopers, three of the four bandits take cover behind rocks until mortally subdued, but not before the black bear liberates himself upon the party. Many attempts to sequentially calm, scare, and mouth-punch the bear prove mutually exclusive, but eventually it becomes bored and leaves. The fourth bandit, panicking into error, escapes into a cave behind the camp.

Inside the cave the adventurers discover an advanced alarm system, fresh blood on the floor, and size 18 footprints. On the lookout for a hemophilic artificer wearing clown shoes, Simon, carefully observing the ceiling and reciting the lyrics for shield, narrowly avoids hosting four hungry stergis for supper.

Around the corner, a locked door successfully distracts everyone from the ogre leaping from a nearby chasm. The leaping ogre successfully distracts everyone from the goblin emerging from the opening door. Untypically unnerved, Argyle drops his beloved warhammer down the chasm, gobsmacking him beyond the capacity even to randomize an inappropriate remark. Simon, defying the 400-to-1 odds, critically firebolts the ogre at point blank range and, for an encore, mage hands Argyle’s 2 lb warhammer up from the chasm.

The party discovers the bandit leader’s body beyond the doors. In his pocket an unsealed, folded note credits the Lord of Lance Rock with arranging the bandit abduction of Vallivoe. Having already executed sentencing on the bandits, the party recovers the evidence of their malfeasance. They don’t call this the Sword Coast for its progressive jurisprudence.

The vanquished occupants of the cave hold surprising wealth for folks choosing to occupy a cave. The party arranges a transfer of assets while, unbeknownst to everyone else, Allana mysteriously suspects the promise of even greater wealth beyond a throne on the far side of the room. Rollen, suspicious at discovering a throne inside a cave, cajoles King Simon into checking it for traps by sitting on it.

Simon seats himself on the throne to assume reign over the cave. The throne’s Ghost Guard manifests suddenly and wastes no time reducing Simon’s life force to zero and putting him into a magically-induced coma. Argyle, observing Simon’s discomfort trying to be prone in a chair, whisks the king away to safety while others discuss the metaphysical ramifications of sticking a noncorporeal being with entirely-corporeal arrows.

“GO NO FURTHER,” warns the Ghost Guard. Allana, who ain’t scared of no ghost, skips ahead to the post-mortem investigation phase.

“Hey, guys, there’s a chamber back here.”

The Ghost Guard takes offense.

“LEEEEEEEEEEEEEEAVE”

Allana finds a lock behind the throne.

“LEEEEEEEEEEEEEEAVE”

Barrin picks the lock.

“LEEEEEEEEEEEEEEAVE”

The throne slides forward revealing a rusted door forced open by Meega.

“LEEEEEEEEEEEEEEAVE”

The ghost, catching a well-struck arrow from Rollen, dies sighing.

“leeeeeeeeeeeeeave…”

Inside the hidden chamber lies a stone coffin.

Party Members

Meega – 1/4 Orc Female Fighter (1/2 orc for game mechanic).  Studying to be a smith under her father, master smith, Wayvoran-Chero.  Among some of the hands and locals she has begun to achieve “folk-hero” status.  Recently on a return trip from Neverwinter she experienced a rogue  earthquake.  The earthquake loosed boulders that crashed down upon a village near the road and without hesitation she sprang to help.  Her strength helped rescue trapped villagers, but it was her purple mohawk that caused her to stick in their minds.  An unknown older dwarf came to her family smithy shop, frustrated with a metal tube that he could not open.  When Meega opened it, she found a metal card with a sigil, and an address, and a date/time.

Blameless – Tiefling Wild Magic Sorcerer.  Scraping  buy, using his considerable Charisma to “hide in plain sight” at the University.  While on his way to score another free meal at the university, he happened upon an older dwarf who was looking for an “out of the box” student assistant to help him in some of his “studies”.  He offered Blameless a real room and actual admission in exchange for working as his “assistant”.  While not positive… Blameless is pretty sure this old dwarf knows everything about that “event that shall not be named”.

Rollen Meliamne – Wood Elf Archer Ranger – Junior officer in the spellguard, sole survivor of unexplained fiery devastation in his village, Unan Caelora.  While training a motley crew of new recruits an older dwarf approached him and questioned him about the destruction of his village, specifically what he had seen.  Given his experience with the “phenomena”, the dwarf handed him a metal card with a sigil, location, and date and time that he the young officer to meet him for a mission.  Rollen was worried about his duties in the spellguard but the old dwarf said he would take care of it.

Argyle Anvilback – Dwarf Cleric of Moradin – He distinguished himself with many acts of selflessness and was recruited into the famed dwarven medic corps of the 501st ANVILBACKS.  He is semi-retired and has turned toward religious studies at the university.  During one of his regular visits to the spell guard infirmary to cheer up the wounded, he spotted an VERY old dwarf, although to non-dwarven eyes their age difference would be unnoticeable.  Short and sweet, the old dwarf handed him a metal card with “Ardak Mroranon (Battleboar)” written upon it and a location, date and time.  With a brief “We have need of your services again” and two droughts from his casque of ever bearing ale, Argyle pledged himself to anything in the service of Moradin.

Barrin – Wood elf monk – An urchin upon the streets of Neverwinter, he understands the hardships of poverty and loneliness.  As he has learned to fend for himself, his heart remained open to helping those around him that were even less fortunate.  He taught himself mastery of the martial arts, but found it lacking some element.  When the current refugee crises began to develop as villages in and around the Dessarin Valley were destroyed, he felt a calling to service in the refugee camps that sprung up around the sheltered lands of Quastarte.  There he came across the Monks of the “open hand” who along with members of the Divine Host (school) were doing what they could on a daily basis to aid the refugees.  He came across an old dwarf sitting on a stump in the middle of a field who was impressed with Barrin’s selflessness.  He gave him a metal card with sigil, location, and date/time and offered him a greater chance to help others in need.

Simon, aka “the duke”, aka “the king”, aka “mutton-head” – Dragon sorcerer (race?) – perceived by most to be the village idiot (and they might not be wrong).  Simon seems to be highly delusional.  He woke up in a box on a stone slab and was freed by Rollen.  He had a note pinned on his chest that said “Rollen, bring him with you”.  Confusing as the situation was, Simon seems to have only the briefest of memory, continuously retaining only the last five minutes of his existence.  When they arrived at the location on Rollen’s metal card (professor emeritus Ardak’s residence) Simon stated that he had died last night, and Ardak corrected him that he had actually died twice while they were drinking together last night.  Ardak seems to know Simon well, but in traditional fashion, Simon has no recollection.

Allana – half-elf Warlock whose Patron is the “Great Old One” – Through her own natural charisma and talent granted her by her patron, she “balances the equation”.  Some may call her a thief, some may call her a fraud, but others call her their hero.  She liberates from those who have too much, and redistributes to those who have too little.  The only member of the party who was not visited by Ardak.  Her patron spoke to her and told her “it was time” and that she should “follow him”.  When she asked “who?” there was a knock at the door and a tiefling stood there (Blameless) saying that Ardak had sent him to bring her along.

Professor Emeritus Ardak Mroranon – Known to some as the founder of the school of technomancy, his many other exploits seem to be lost to time among this generation.  He possesses the spirit of a “meddler” and has recruited this interesting group to help him with a side project of his.  He has asked them to deliver the large box containing a large gray stone, to a friend in Red Larch.