Saturday May 23, 2020
LFG [5-M] Salt Cellar 2020-5-23 @16:00GMT
Rumor: Records indicate that prior to the Scourge, a huge underground salt mine was converted to a kaer, with the entrances hidden and closed, and that several thousands name-givers sheltered within it. During the last several centuries salt has become increasingly more expensive in Throal, and currently costs more per weight than gold. Strorbout Cragdigger, a Questor of Chorrolis has communed with his Passion and believes that his Passion wants him to travel to the Kaer of Salt Cellar with several score pack mules of trade goods, to see if they have survived, and if so, attempt to convince the kaer to open up and establish a lucrative trade. He needs Adepts to guard his convoy and help him locate, communicate with, and open the Kaer.
Location: 44,09. Salt Cellar, A huge salt mine / Kaer a bit less than 2 days travel into the mountains (only one hex away, but two days because of mountains terrain)
From the journal of Xeviouz, Human Warrior/Horror Stalker
My old friend Jael the Elven Beastmaster, Temur the Ork Spirit Rider, Norg the Gauntlet and Moe’Uhane the Illusionist have all shown up to help escort Strorbout Cragdigger on his merry quest. When first meeting with Strorbout about the mission, Moe and Norg seem to find the name of the Kaer funny. Is this a joke? I don't get it…
Strorbout has a funny devise and a paper with a bunch of dots and dashes, he says you can communicate with this. I don't get that either. We try to figure out the device, after fiddling with it for a few minutes Jael tells us it is like a cattle prod.
On the way out, I stop by the Grand Bizarre and purchase a Healing Potion. We leave Throal at Dawn. There are 80 mules and a few tenders to drive and care for them. We stop after 7 hours of travel. It seems the mules are stubborn and wil lonely walk a certain distance then have to be unloaded. THis trip is going to take awhile. After we get all the mules unloaded Strorbout says we have lost the wagon road. He asks us to scout ahead to find the road.
After scouting for awhile, Temur, Jael and Xeviouz find the remnants of the road with no problems. We all pitch in with sitting watch over night. Next day we get the mules loaded and head out. About mid day we are set upon by a flock of Griffins. Jael is able to dominate one of the Griffins and has it sit the fight out. A second is dominated. @ are killed right away and one flies off with a quarter of a dead mule. Moe is able to bind the deep gashes on the second mule that was attacked. We continue on. We walk an extra 15 minutes or so today and we arrive at what we think is the entrance to Salt Kaer. We are on the top of a 100’ cliff. The mine is at the bottom. All around us up here is lush and green. Down around the mine is blighted. No brush or anything.
We are looking for a way down, fir us and the mules. We find a first area not so rocky, Strorbout thinks he and his guys can cut switch backs in the dirt but it will take a few days. He advises us to go on ahead. We spend the night on the cliff and get a fresh start in the morning.
We climb down the cliff using rope and climbing kits. We are able to put Jales animals into our back packs and carry them down the cliff. Once we are at the bottom we are in the blighted area. It feels corrupted. Nothing grows, if feels...wrong here. We head to the main mine entrance and look for a spot to use the zappy rode and dot/dash language.
As we get closer to the mine, it appears there have been people walking around out here. Somebody tried to build a big salt gulem. Tried and failed a couple times. As we are looking around, a large rock jumps up into the air and explodes. Was that a trap ? An Attack ?
Now we are on edge. Still looking for a spot to use the cattle prod.
We are searching an area and we find a large stone door that has been bashed in. THis cant be good. There are some living quarters carved out of the rock and salt on the other side of the broken in door. It seem slike somebody put some effort into making this look like a Kaer, but this is obviously not the Kaer.
We continue searching…. We are going down another cavern and there is a cave in. THis was another trap, none of the party was seriously injured. We remove some of the debris and continue on. We come to another small cavern and we are joined in battle by a small group of screeching bats. The bats have 3 Shadowmancers with them. It is a brutal fight. We are triumphant but very beat up. We decide to retreat to the living quarters near the front of the mine to rest.
We rest an extra day to recover from wounds.
We begin to explore some more. We are walking along and notice the air in this area seems bad. We back up. Go down a side passage and circle back behind the bad air area and try to clear a landslide to let the trapped air flow freely. We are successful.
We continue on after clearing the bad air and end up in a cavern that has a pool of water with a large salt pillar in it. There is also an altar, it looks like it has engravings of Garlen on it. After some fooling around with the cattle prod we are able to figure out how to use it to make contact with the Kaer. We are told to do a greeting ritual which we all do. THen we are all standing around the alter then affected with a spell of Ride the Lightning. After the flash from the lightning we are in a different room with a group of leaders from the Kaer. We do greeting rituals again. THe leaders tell us about the defenses of the Kaer. We tell them about the world outside.
When we are leaving, we come across a group of Bone Cracker Nymphs, we destroy them. We found a broadsword in a scabbard. Xeviouz lays claim to the sword.
Head back to Throal.