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Part 3: The Ironridge Quarry

Writer's picture: Pekka MarjamäkiPekka Marjamäki


In the midst of their journey through the Ralador Range, Nida's thoughts drift back to her home, the enchanting and mystical forest of Ildoren. In her mind's eye, she envisions the verdant expanse of the magical forest, where her family still resides and serves as fierce defenders of the realm.


Nida, known among her people as Niyandrazill, "battle-born," recalls the stories and legends surrounding her tribe. They are the protectors of Ildoren, the guardians of its fey creatures and enchanted flora. It's where magic and nature coexist harmoniously, and the boundaries between the mortal world and the fey realm blur.


In her reverie, Nida vividly remembers the day she found Lorett near the forest. The images come to life in her mind—a young half-elf, unconscious and wounded, lying at the edge of the magical grove. Her mother, a formidable warrior, had been defending the forest from an incursion of gnolls when Nida was born. Her family's legacy of bravery and strength runs deep, and Nida inherited her mother's warrior spirit.


As she gazes upon the rugged terrain of the Ralador Range, Nida's heart is filled with a deep longing for her forest home and the family she left behind. Yet, she knows that her journey with Lorett and Seraphina is essential, a path that fate has set her upon.


With her thoughts of Ildoren serving as a wellspring of inner strength, Nida knows that her journey alongside Lorett and Seraphina is essential, a path that fate has set her upon. She's grateful to have Lorett at her side, a friend and companion who has become like family during their adventures.


As they continue their journey, eight hours of travel pass in the rugged terrain of the Ralador Range. The party's determination and sense of purpose carry them forward, and the anticipation of reaching their destination grows with each step.


Finally, on the horizon, they catch sight of the quarry's edge—a stark landscape nestled between two larger mounds of white stone. The surroundings appear as if covered in a blanket of snow, the purity of the white stone casting a pristine and imposing aura. Behind the quarry, a sheer cliff rises hundreds of feet into the sky, a natural barrier that adds an extra layer of isolation to the site.


The party comes to a stop a few hundred feet from the quarry, taking a moment to survey the area. A few scattered trees dot the landscape, their presence starkly contrasting the barren expanse of the quarry. A signpost on the side of the road marks their arrival, its weathered wooden surface bearing the words "Ironridge Quarry" in faded letters.


The quarry stretches before them, where their next adventure will unfold. With the signpost as their guide, they prepare to venture deeper into this enigmatic locale, their senses alert and their purpose clear as they approach the heart of Ironridge Quarry.


[Oracle "Is there a trouble in the quarry?" Most likely +6: 22 Yes]

As the party approaches the quarry, they spot the foreman's cabin in the distance. Ever watchful and cautious, Lorett takes a closer look at the cabin's exterior.


[Perception DC10: Lorett 18+6 Success]

What he sees fills him with a sense of foreboding—the cabin's door is off its hinges, and a disturbing trail of blood runs from the door around the corner of the building.


Recognizing the potential danger, Lorett quickly commands the party to halt and take cover. He signals for them to steer the cart to a concealed spot nearby, ensuring it won't be immediately visible to anyone in the area.


With their transportation safely hidden, the party gathers together, their senses on high alert. Lorett's sharp instincts have helped them avoid walking into a potentially perilous situation, and they remain poised, ready to investigate the ominous scene at the foreman's cabin or decide on their next course of action.


Aware of the potential danger at the foreman's cabin, Lorett turns to his companions. "I think I should move closer to investigate stealthily," he suggests, keeping his voice low. "Seraphina, you and Nida can keep an eye on our surroundings, just in case."


[Decision check (lower to follow Lorett) : Nida 2, Seraphina 4]

Seraphina nods in agreement, her sharp gaze scanning the terrain as she readies herself for any potential threats. "I think that's a wise plan," she replies, her voice steady.


Nida, however, isn't as eager to stay behind. Her sense of curiosity and desire to be involved in every aspect of their journey drive her to speak up. "I'd like to come with you, Lorett," she insists, her determination evident in her voice.


[Charisma check (Lorett's passive insight) DC14: Nida 8+0 Fail]

Lorett considers Nida's request but ultimately shakes his head. "I appreciate your bravery, Nida, but I need to move quietly and stay hidden. Having more than one of us approaching could give us away," he explains.


Though Nida is disappointed, she understands the importance of stealth in this situation and reluctantly acquiesces. Lorett readies his bow and begins to creep closer to the cabin, his movements cautious and silent. Meanwhile, Nida and Seraphina stay low, taking cover as they keep watch for any signs of danger in the surrounding area. The party's coordination and vigilance are essential as they prepare to unravel the mystery of the foreman's cabin.


[Oracle "Is there anything that can spot Lorett?" Likely not -2: 6 No]
[Stealth DC10: Lorett 12+5 Success]

Under the clear, open sky with good visibility, Lorett moves with practiced stealth from tree to tree, taking advantage of the natural cover provided by the terrain. He moves quickly and silently, sprinting across the clearer areas to reach the foreman's cabin without drawing attention.



[Oracle "Is there anything visible to the women?": 7 No]
[Oracle "Is there anything worth noticing?": 15 Yes]

Advantage is abreviated ADV.
[Perception DC10 ADV (Seraphina assists): Nida 4/19+1; Success]


As Lorett approaches the cabin and begins investigating the scene, Nida and Seraphina maintain their vigilant watch over the skies and their surroundings. They scan the area for any signs of movement or danger but find nothing unusual.


However, their sharp ears pick up something unusual—an eerie chorus of shouts emanating from the quarry. These are not human sounds, and the voices carry an eerie and otherworldly quality. Nida and Seraphina exchange puzzled glances, their curiosity piqued by the strange and unsettling noises echoing from the depths of Ironridge Quarry.


[Oracle "Is there something behind the cabin?" Most likely +6: 19 Yes]

Lorett carefully approaches the foreman's cabin, his senses on high alert as he investigates the grim scene. As he rounds the corner of the building, he comes across the lifeless remains of the foreman. It's a gruesome sight—the foreman has been brutally killed, his right hand replaced by a crude and bloodied hammer. His throat has been ripped as if an animal had attacked him.


[Investigation DC15: Lorett NAT 20]
[Oracle "Does the foreman have something on him?" Likely +2: 6 No]
[Oracle "Is there something significant around them?" Most likely +6: 18]
[Prompt for item found: item spiralled dwarven]

With caution, Lorett kneels beside the body and begins a thorough examination, hoping to find some clue or evidence that might shed light on what transpired here. However, his efforts yield nothing significant, and the circumstances surrounding the foreman's death remain a mystery.


As he searches the area, Lorett's keen eyes catch sight of an intriguing item nearby—a spiraled dwarven artifact, intricately crafted and gleaming with a faint aura of magic. Its design is both beautiful and enigmatic, and it seems to hold secrets of its own. Lorett carefully retrieves the spiraled dwarven item, its significance and purpose unknown to him.


[Lorett adds Spiraled Dwarven Artifact to his inventory.]

Nida and Seraphina, hidden among the trees and keeping an eye on the quarry, discuss their next steps in a hushed discussion.


Nida's adventurous spirit driving her curiosity suggests, "Maybe we should move closer to see what's happening up there?"


However, Seraphina, always the voice of caution, counters, "I think we should take a more cautious approach. We need to know what we're dealing with first. Lorett should come back, and we can listen and observe from a safe distance."


[Charisma check (Nida's passive insight) DC11: Seraphina 17+3: Success]

After a brief back-and-forth, Seraphina's persuasive arguments win out, and Nida agrees to stay with her.


Together, they quietly attempt to signal Lorett, who is investigating the foreman's cabin. They motion for him to come back, their movements subtle yet purposeful.


Lorett, hidden in the shadows and ever watchful, catches sight of Nida and Seraphina waving at him. Recognizing their signal, he carefully disengages from his position and stealthily makes his way back to the safety of his companions.


[Stealth DC10: Lorett 11+5: Success]
[Oracle "Is there anything that can see them?" Likely +2: 19 Yes]
[Passive perception: Lorett 16 vs. creature stealth 15: Success]

Moving stealthily back towards Nida and Seraphina, Lorett suddenly hears a peculiar sound coming from behind a nearby mound of white stone. It's a yelping and barking noise that appears to be coming from less than a hundred feet away.


Taking cover with the women, Lorett crouches down and explains in a hushed tone, "I heard something back there, yelping and barking. It's coming from behind that mound of stone."


Nida and Seraphina exchange concerned glances, and Seraphina queries, "Any idea what it could be?"


Lorett shakes his head, his expression grave. "No, but it doesn't sound like anything I've encountered before."


As they crouch in cover, Lorett goes on to share the grim discovery of the foreman's fate and the gruesome scene he found at the cabin. He then carefully reveals the spiraled dwarven item he discovered, displaying it to his companions.


[Oracle "Is the spiral item magical?" Likely +2: 16 Yes]
[Arcana DC15: Seraphina Nat20: Success]
[Prompt the purpose of the artifact: dwarven separate translate]

Lorett carefully displays the spiraled dwarven artifact to Seraphina, her keen eyes immediately drawn to the intricacies of its design. The item is a spring-like device capable of being separated into two spiral halves that can be wrapped around the index fingers. Dwarven runes and patterns adorn the surfaces, and it's clear that this device serves a specific purpose.


Recognizing the nature of the item from her studies back home, Seraphina can glean its purpose from the symbols and structure. The spiraled dwarven artifact is designed as a translating aid—an ancient and finely crafted tool to decipher and interpret the writings of dwarven runes and texts. Its separate spirals likely offer a range of translation capabilities, enhancing its utility.


With her understanding of its purpose, Seraphina explains to the party, "This is a dwarven translation device. You can separate it into two spirals that wrap around your index fingers. It's meant to help read and understand the intricacies of dwarven runes and writings. This could be incredibly valuable for deciphering any dwarven scripts we might encounter."


[Lorett removes "Spiraled Dwarven Artifact" from his inventory.]
[Seraphina adds "Rune Decipher Spirals" to his inventory.]

Still crouched low and focused on the noise behind the mound, Nida suggests a plan. "I could try to sneak closer on the left flank, near the white mound. The two of you can move to the cabin and wait behind the corner to see what might come from behind that mound."


[Decision check (lower = stay together): Nida 4, Lorett 1, Seraphina 1]

Lorett and Seraphina exchange wary glances, and Lorett speaks up, his tone cautious. "I'm not sure splitting up is the best idea. We don't know what we're dealing with, which could be dangerous. It might be safer if we stick together."


Seraphina nods in agreement, her concern mirroring Lorett's. "I concur with Lorett. We should exercise caution and stay together. We don't want to take unnecessary risks."


Though eager to investigate, Nida recognizes the wisdom in her companions' words. With a reluctant nod, she relents. "All right, I understand. We'll stay together for now. But we should be prepared for anything."


Lorett, after considering the situation, suggests an alternative plan. "How about we all move to the cabin and wait there together? Nida can rush out from the cabin to assist if we need to engage or attack."


Nida and Seraphina both nod in agreement with Lorett's suggestion. It seems like a more prudent approach, ensuring they remain close together and ready to respond to any potential threat. They begin to make their way toward the foreman's cabin, moving stealthily and with a heightened sense of alertness.


Group checks require at least half of the checks to succeed.

[Stealth DC10 Group: Nida 10, Lorett 7, Seraphina 8: Fail]

As the party moves carefully from tree to tree, nearing the foreman's cabin, a sudden stumble by Seraphina causes her to make a slight noise. The momentary mishap proves to be costly, as three shapes behind the nearby mound take notice.


Two of the shapes let out barks, drawing attention to their presence. The party realizes they've been noticed. Her heart racing, Seraphina takes in the sight of the figures that have emerged.


Among them is a shortish humanoid creature, and flanking it are two dog-like creatures held on leashes. All three beings look directly at Seraphina, their gaze intense and unwavering.


The humanoid creature lets out a shout and draws a longbow, unleashing the two beasts. Nida and Lorett hear the shout and recognize it as Undercommon. "Bite, bite, bite! Go for the throat!"


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