Baldimar

Bug Hunt
Where superior tactics and terrain prove greater than numbers

The party were back on duty and off towards Kartan’s Crossing, this time with a purpose. Command gave orders to hunt down the kruthik hive and put an end to it. The party ventured deep into the caverns, stumbling across a smuggling hole along the way (where Erik found a very nice short sword, replacing it with a cheaper goblin copy).

Eventually, they found the kruthik in multiple areas of a cave network. The party came up with a plan to draw the beasts to a choke point and butcher them. The plan worked to perfection and the first major group of kruthik was destroyed with little impact to the group.

Experience:

  • Tordok: 1457
  • Hadarai: 1930
  • Hodghar: 1497
  • Erik: 1917
  • Leoric: 1470
  • Jaymee: 1110
  • Fenris: 1068
  • Garthen: 1095

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Tordok Journal Entry

It is the middle of my sleep period but I feel it is vital that I take note of the dream. It’s been two days since coming off patrol and I haven’t slept well but this…It still feels like it is pressing behind my eyes. Like I could close them and still see it. This is the dream…

It is dark and I know that I am in a large cavern, though I cannot see anything but myself. Suddenly I notice in my hands are four large keys. Two in each hand. They glow bright, but not painfully so. They appear to be made of…platinum? Suddenly they fly from my hands into the dark before me as if falling horizontally. Two to the left. Two to the right. As they slide through the gloom I notice an immense double gate about 200 paces in front of me. It is far larger than any I have ever seen or heard of. The doors seem to be made of the same metal as the keys and they glow as well. It is ornate with runes (that I do not recognize) covering every surface. It is reinforced with strong bars as big around as the stoutest of my kin. These slide into the floor and the ceiling. Hinges are on my side. What was this made to keep out? The keys slide into four niches to either side of the gate and turn. Silently the bars draw out of the floor and ceiling. The doors (at least a foot thick!) swing toward me with an equal lack of sound. There is light through the opening and this time it is blinding. Painful.

That is all I can remember. I need to speak to father about this. I wish Grand Da was still here. He told me stories of prophetic dreams, though he never claimed to have any. This was not normal. I hope I can remember this tomorrow.

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Skeletons at the gates
Where Hadarai and Erik run into a skeleton ambush on the way home

After reporting to command and splitting up after the end of the rotation, "Hadarai":http://www.obsidianportal.com/character/hadarai and Erik left the barracks to the east towards the Grove. Hadarai was heading home and Erik was coming along to meet an elven girl he took a fancy to. En route, both men noticed a dark-skinned humanoid waving his arms down a hallway. No sooner had he finished his arm waving, several skeletons – including that of some sort of giant or ogre – appeared and began approaching the duo. The two adventurers faced off against the skeletons, taking an incredible beating and dishing out what they could. Soon all of the smaller skeletons were dead and only the giant remained. Hadarai swept around to give Erik the advantage he needed, but almost died as a result when the skeleton connected with a sweep of its great axe. Erik used the distraction to finish it off and help his ally.

Both quickly recovered and investigated the scene. They found a dwarven sergeant crumpled in a corner with his throat slit. The dead man was clutching a scrap of paper with unfamiliar writing. There was no sign of the necromancer. Soon a patrol arrived to investigate the disturbance.

The adventurers returned to the watch captain, Seargent Kramnug Cavehammer, to tell their story. Flustered and unsure of what to do, the captain passed the story up to his superiors. Commander Daggrin Stonebreaker wants to meet with the party, but he is otherwise occupied for the next week. Hadarai and Erik went their separate ways and passed the word back to their compatriots. In the barracks, the giant's great axe hangs as a trophy.

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Attack at Kartan's Crossing
The patrol encounters kruthik

The party encountered a large band of kruthik (as identified by Fangris) slaughtering goblins at Kartan’s Crossing, the end point of the normal patrol. Having been spotted, the party engaged. The goblins died and the kruthik horde almost overwhelmed the patrol. After defeating them, the party only had a short amount of time to regain their breath before another group came. Despite being a stronger group, the patrol managed to cut them off and destroy them.

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Into the fray
Where the party starts the adventure!

As you near the northern border of your patrol area, a crossroads in the underdark named Kartan’s Crossing, you hear the sounds of battle, along with several odd clicking noises and gutteral high pitched grunts. Kartan’s Crossing is a T intersection with a small gallery leading down a set of steps 15 feet to the main cavern below. The main cavern is small, perhaps x by wide with exits to the East and West.

Kartan’s Crossing is roughly 9 miles North of the Dwarven city of Charnok and is lite by several light globes as are many of the main caverns, which the wizards of Charnok come to magically renew every few years.

Your base of operations when you are not actively patrolling the Northern reaches of Charnok’s terittorry is several miles South of your current position in a cavern named Quarell’s Rest which is heavily fortified and is a main choke point into the Northern part of the city. You are one of many teams which patrols the outskirts of the city. There are five main patrol stations around the city and your team is on patrol today while another team stands guard back at Quarell’s Rest and both teams are switched out with two other teams on a weekly basis when you go back to the city for military training. You generally work two weeks on patrol/fortification duty, one week of training inside the city, and one week off during a month.

The Eastern exit turns northeast and leads to another section of the Darkglass Lake, a body of water which which also has several outlets within hours walk of Charnok. There are rumors that a tribe of goblins live at the end of this tunnel on the lake, but no one you know has verified this information. The Western most exit turns due North less than a mile away and leads almost 100 miles to the Grey Dwarf kingdom of Grellistack.

As you look out over the cavern from the upper gallery, you see two dead humanoids as well as two living ones attempting to fight off a pack of some type of insectoid creatures. The humanoid creatures are around 4 foot tall, with rough greenish tinted skin and are fighting with fairly primitive weapons. One of the humanoids is bleeding from multiple wounds and appears badly hurt. There are 3 of the large insect-like creatures, each approximately 3 feet tall and around 4 feet long, along with quite a few smaller versions of various sizes. The larger ones appear to be holding back as if letting the smaller creatures take the brunt of the humanoid’s attacks or perhaps letting the smaller insects learn the ways of the hunt. The insectoid creatures seem to be speaking in a series of click and clack sounds. As you take stock of the battle, one of the larger creatures notices your group and begins moving straight toward your position, directly toward the bottom of the small gallery.

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