Campaign VII Session 4 Summary

**Ord VII Session 4 Summary**

Coming up on the farm district, the group encounters a heat
sapping moss.  Wildslayer pays no heed as
he doesn’t feel the effects and rushes ahead of the group into the main
cavern.  After experimenting with ways
around it, Cadwick clears the path with a barrage of frost rays to get the rest
of the group through.  At the top they
find that the whole level is teeming with fungal life.  Mushrooms as tall as trees are spread out of
the groves from where they were once harvested for food and a thick layer of
moss covers nearly every inch of the ground and old farming buildings.  In the nearest moss covered farm house, the
group sees some movement, a small creature resembling a fungus covered troll beckons
the party towards them to “come and see, join us for food”.  The group gets the distinct notion that they
are likely the ones who are going to be food and attempt to sneak past.  As they are passing the farm house they see
that the small fungal trolls are rolling up the moss into a gigantic ball, and
as the party passes, it shimmers to life and barrels towards them.  A battle ensues and the party is surprised as
these moss creatures are very damp and slimy giving them the ability to be
undamaged by fire.  The group is
eventually able to destroy the fungus creatures and choose to try to sneak the
rest of the way through this district, staying along the walls.

As Caiden lead the group the try and prevent anyone from
stepping on poisonous fungus, eventually they run into a large colony of yellow
fungus which takes a hold of her and meatpie’s mind, commanding them to come
towards it.  The rest of the party is
able to bring the two back and Cork is able to prepare several castings of the
spell daylight to destroy large areas of the fungus so they can reach the exit
to the clan halls.

Once through the burnt yellow fungus, the group finally
enters the clan halls of Ulagt Byer, a place where the noble houses make their
homes.  Of the several large manors, only
one remains, and appears to be well taken care of and even lit.  The group gets a bad feeling about this and
proceeds with caution.  Caiden goes on
ahead, seeing two armored but obscured guards standing at the main gate, she
sneaks up into a second story window.
She lands in an altar room to the Empyrian Gods with no one in the
room.  She attempts to sneak to the gate
room but only makes it as far as the kitchen when she hears sets of clanging
footsteps coming towards her.  She
attempts to hide in a pantry closet but is quickly found out as the door swings
open and two sets of iron Dwarven armor attempt to grab her.  Caiden is able to dodge the grasps of the two
animated armors and darts out of the building before she gets surrounded.

Unable to get much information, she lets the party know what
she saw happening and then leads everyone else up to the same window, preparing
for a fight.  Instead as the armors near
they hear a voice outside from above, “Back so soon little thief?”  “Come into the arena so we can have a proper
conversation.”  The group instantly knows
that this must be some kind of trap, but as they don’t even know where to find
the key they are looking for, they are willing to suffer the consequences.  The party enters a large arena in the middle
of the building and the gates are shut behind them.  Floating above, three specteral armors
introduce themselves as the Ironblood Clanwardens, those who are the first line
of defense to the city.  To keep their
soldiers going past death, they put the lingering souls of their clansmen into
armors so that they may uphold their duties for eternity.

The Clanwardens ask the group why they have trespassed on
their land, and the group tells them that they are looking for keys to the
palace so they can take Dwarven artifacts back to those who are living, and
keep them out of the hands of the Duregar.
The Clanwardens inform them that they do have a key but that they’ll
have to best the Ironblood soldiers first to prove their worth, and give them
some sport.  The gates on all sides of the
arena open and animated armors come swarming out, they are dispatched relatively
easily as Cadwick shapes his fireballs around and the group wins with little
difficutly.  The second round begins immediately
after as 3 sets of heavily enchanted armors which are immune to fire and
lighting attack the group.  In the midst of
the fight, Cork uses his wand of wonder and turns himself to stone.  The group is able to fight off the armors and
plead unsuccessfully with the specters to let them heal their petrified
comrade.  They are given a one hour
respite and the Cadwick’s familiar is eventually able to find a means of fixing
Cork.  The group rests up as they prepare
to fight the Clanwardens for their final bout.

Campaign VII Session 4 Journal