Forgotten Realms: Turlang's Wood

Gnoll body knows
the trouble we've seen....

At the gnoll camp from the last session, we also found shaman tent – totems and a crystal likely used for a tracking ritual. There was also evidence that a ritual had been performed recently. One gnoll appears to have left the area, possibly tracking some escaped goblins from the earlier battle.

We followed the tracks of the single gnoll to where he passed the elven village. Stopped by to warn them, but they already knew about the gnolls. It seems several kinds of monstrous humanoids are moving towards Hellgate Keep.

Bane went back to let Turlang’s Wood know what we have already found and we continued pursuit of the gnoll. Bane came back to tell us not to engage. We kept following, then discovered the gnoll was circling around on us. So, we prepared for a fight (so much for not engaging). We managed to bluff the gnoll, however, because he only saw the tieflings. We convinced him we were “demons of the air”. He gave us some information regarding what he referred to as “the calling”. Afterwards, the gnoll said he was not competition but if he saw us again he would kill us, essentially. Didn’t like being followed.

We started heading home again and encountered some goblins on the way. Again, bluff was the solution of the day and Mystario convinced them he was from their god. They gave us a bit more info we didn’t have due to some pointed questioning from “god”. Ater the questions were done, we continued heading home.

The Calling:
Many races are called.
They are congregating toward what we assume is Hellgate Keep.
The goblins expect to find the Consort (a beautiful goblin, they believe).
When they have reached their destination, they will assist with the Ascension.
The tribes and races are not in competition for whatever goal they are working on, but they tend to fight one another anyway.

You should gnoll better
How NOT to be seen

We decided to pursue investigation of why there are gnolls in the forest. We consulted with someone in the village who seemed to know what he was about and discovered he was already aware of gnolls in the forest. He confirmed that the gnolls found by Brandis were the same group he had been hunting.

We left for the spot where Brandis had witnessed gnolls and goblins battling and found signs of an even more recent battle. Tracking from there, we encountered a group of 5 gnolls at a campfire, cooking a goblin.

We ambushed the gnolls using the time-honored tradition of having the sneaky folks move around to the far side of the camp and trying to engage with the non-sneaky folk. Unfortunately, the surprise round did not do enough damage and we were all engaged in short order. Despite this, we took only a little damage before defeating them.

We looted the corpses, but other than “nothing that interesting”, I’m not sure what we actually found. Oh, there was a superior lock and a set of leather armor. But other stuff, too….

Loot From the Dwarven Stronghold

Lapis Lazuli (56 gp each)
3 x Small Azurite (57 gp each)
3 x Small Freshwater Pearl (52 gp each)
Small Hematite (55 gp each)
Small Lapis Lazuli (54 gp each)
Turquoise (45 gp each)
Uncut Malachite (58 gp each)
2 x Uncut Rhodochrosite (58 gp each)
3 x Uncut Turquoise (60 gp each)

Painted Glass Ring (99 gp)
Pewter Warhammer (96 gp)
Polished Stone Orb (104 gp)

+1 Veteran’s Armor (av 55, 520 gp) Plate Armor (phb 214)

Treasure: 640 sp, 384 cp;
Bronze Cloth Choker (71 gp),
Painted Glass Dice (pair) (69 gp),
Pewter Bell (77 gp),
Rabbit Fur Hunter’s Cap (67 gp),
Silk Hunter’s Cap trimmed with Ermine (63 gp),
Small Bag of Incense (77 gp);
+1 Amulet of Protection (phb 249, 360 gp),
+1 Distance Weapon (av 68, 360 gp) Repeating Crossbow (av 10),
+1 Magic Weapon (phb 235, 360 gp) Longbow (phb 219),
6 x Alchemist’s Acid (av 24, 20 gp),
9 x Arcane Ritual Scroll (Secret Page (phb 311, 50 gp)),
7 x Potion of Cure Light Wounds (mme 96, 20 gp);
hoard total 2281 gp 8 sp 4 cp

When do we go from here?
Events from 6/25

We have seen how the curse began: the dwarf alchemist had crafted a magic gem using time magic to allow him to relive the past (probably by only a short time). He was also a complete skeeve, since he was working on love potions and other such nonsense.

When he was discovered by the king the gem was damaged and the resultant wave of time magic (with just a pinch of necromancy) forced the entire stronghold into a time loop.

The watery portal in the R&D room leads to the feywild, someplace with an ancient white crocodile. The teleporter led to the well of memory which allows travel into the past, apparently.

We all have some concerns about securing the well to keep it from being misused, but we have decided to move forward with ending the time loop on the dwarves. We believe this can be done by fixing the broken gem. Our first plan to do so is to use some of the water from the well of memory (samples were collected) when the loop “resets” because that is the time when the magic on the area is pulled back into the (mostly repairing) gem. We hope to boost the power of the gem so that it pulls all the residual time magic back to itself.

The living dwarves wish to stay afterwards to ensure the dead dwarves are properly buried. Gareth has volunteered to stay with them to help bury the dead. But also to ensure they do not use the well of memory while we would be gone. In case of emergency, Gareth just has to ruin the teleporter to the well’s true location. He may not be able to repair it after, but is fairly sure he could effectively destroy the teleporter.
“I’m confident because I think I could screw this up pretty easily!”

Plus, phase squirrel.

Into the darkness
The party investigates the undead dwarven kingdom...
  • Investigate hallway from barracks
  • Throne Room
  • Servant’s Quarters – Magic Washing Machine!
  • King’s Chambers
  • Broken the cycle of the cheating queen/princess and the alchemist/mage
  • Party splits up into 4 to investigate
It's a start...
The first session

The PCs are in the tavern Green Sleeves exchanging a few stories of the time they were recently apart when Aravand, the ranger, enters looking for volunteers.

Some dwarves were looking into an old mine that once belonged to their ancestors and are nearly a week late in checking in. The PCs volunteer to look into things.

They set out and once at the mine entrance find that some goblins have subdued the dwarves. The party makes quick work of the goblins, and finds two surviving dwarves. The hall leading further into the mine/hall has been caved in. The PCs return the dwarves to Turlang’s Wood and prepare to set out again and investigate the cave in and what the goblins could possibly want with the mine/hall.


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