The Siege of Bale Keep: Session Recap

The action began with a night op by Zymaan and Grim who decided to circle the outside perimeter of Bale Keep together at night to read the runes inscribed there by Alandra de Winter twenty-one years ago. Zymaan was in the zone, both in terms of moving stealthily and interpreting the complicated runes. Grim faced some polyhedron-related challenges, but what he lacked in luck he made up for in bravery and ingenuity.

Zymaan learned information about the cosmos and an even greater tale than the happenings on this world. He managed to repair a broken section of the runes encircling the Keep, thus making it possible for the group to activate a magical shield that can surround the Keep. All they need to do now is find the controls in The Keep on the Shadowfell.

Grim attracted the attention of an eight-lizard contingent of Lizardfolk soldiers with full shields and spears. Rather than choose the safer option which might endanger the mission with Zymaan, Grim led the troops away along a more dangerous path. Grim’s luck continued to run thin and soon he found himself pinched between two eight-lizard contingents of Lizardfolk soldiers. Thankfully Grim was able to activate a mysteriously-obtained magical ring and escape.

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Next the party descended into The Keep on the Shadowfell. Here they learned that the Nevermind controlling Ryparin has become the master of this lair and has gained powers over it. Among these powers is the ability to condense the dark fog that fills the place into creatures to defend against the PCs’ intrusion.

First they encountered shadow warriors in a room with a dangerous pit trap in the center. Nyneve was able to read the draconic writing in the keep and became attuned to the feelings of the place such that she was able to direct the party along its path.

Kildrak strapped the Lantern of Light to his shield and began to use it to lead the party along with Janaar. The purple light of the lantern proved effective against subsequent swarms of undead. No doubt the party cleric was missed. The party soldiered on, but the wounds were starting to accumulate.

Next the group entered a reliquary and tomb. This is where things became life-threatening. Out of the walls emerged eight banshees whose wailing disabled a number of our heroes. Poor Janaar in particular got latched onto and drained of much life force. During the encounter Grim engaged in pursuits other than combat, including finding four stone dragon statuettes which seem important.

After the banshees, the heroes entered the tomb itself. Here they encountered the haunted remains of Sir Keegan, a warrior in Alandra de Winter’s cause. He died underground during her year there and they buried him here along with his magical axe – The Black Axe.
The Black Axe (both the axe and the man who wielded it) was once notorious in the underground realm. Now, sadly, the noble warrior has become another puppet in the Nevermind’s lair. While Sir Keegan would have gladly given The Black Axe to Janaar, who now occupies a similar occupation as Sir Keegan once did (namely protecting an important person), the Nevermind would not permit it and required single combat between the two men.
An epic battle ensued. One that shall not be forgotten by any person present. Great blows were exchanged. Janaar flew into a rage but the old knight was strong. And when it looked like Sir Keegan might get the best of Janaar, Ash shot an arrow and Grim intervened with a trip to secure victory.* In the end, Janaar survived his deadly challenge and he now holds The Black Axe.
“Ego adepto a paulo auxilium a cum amicis meiz epulater”
“I get by with a little help form my friends.”
By now the wounds were many and the healing gone. The party decided to return to the surface before taking on the second level of The Keep on the Shadowfell.
[We did not get as much done as I thought we might – I over budgeted – so the action will continue next time with The Keep on the Shadowfell.]
[Ryp, I have lots of ways to include you if you can attend the next session even though your possession has not yet been cured.]
[You know Grim, I’ve never seen an assassin save so many lives…]
*Incredibly, Grim declared a trip attack against Sir Keegan and threw his dice one second before I threw the dice for Sir Keegan’s attack against Janaar which came up 20. Grim’s trip was a hit, so the critical hit was thwarted. Janaar, who had only two hit points left, would have for sure died but for the intervention. Importantly, Ash also broke the covenant of mortal single combat before that by shooting an arrow into Sir Keegan and disrupting another attack.