The lift stops and our heroes venture into a rough hew cave. Helson admires the engineering of the pulley system and starts to draw it in great detail. Magnus, Kjorne, Guthrum, and Codpiece decide to look into a cavern to the west. This mine shaft is littered with scraps of old robes, broken and smashed holy symbols and relics, along with broken shields and weapons. After searching around, the party finds 5gp and 3cp. Magnus picks some of the trinkets up and stores them in his backpack.
Helson finishes drawing and rejoins the party. They notify him that nothing of value was found and they move on down the cavern. After a short distance, the party travel down another western passages and finds many pikes with decapitated heads atop of each. A lone, headless pike has a wooden sign nailed to it that reads, “Be gone followers of the Deceiver! Hail the Allfather!” A circlet worth 200gp is taken off one of the skulls.
To the North a passage deviates from the earthen walls of the mines, as it is made of stonework that is different craft than used for the lift. On the archway leading to the north is carved the name of Odin, albeit backwards and crudely etched. Helson uses Eldritch blast to scorch the writing, making it no longer discernible. The path leads to a room with a large statue of Loki dominating the center of the western wall. To each side are giant tapestries. The one to the north bears and image of Loki bound under a snake whose venom is dripping and the one to the south is an image of Loki and Odin becoming blood brothers. Our heroes spend some time looking at the statue to no avail. Helson prays to Odin for guidance, and is granted a vision of hidden doors behind the tapestry’s. Magnus checks and sure enough, there is a door where Helson’s vision suggests. Magnus attempts to open the door and sets off a trap – needles shoot up from hidden holes in the floor and damage his one gonad. The Room behind this door looks to have once been the chamber of a head cleric. The furniture is ruined and decayed,but hints at what was once splendor. Magnus notices a scroll underneath an old bookshelf and retrieves it. Helson is able to identify it as a Scroll of Heroism after taking a short rest.
Wary of Loki’s tricks, the party heads to the north door and Kjorne attempts to open it. Hidden in the ceiling, acid sprays down and he takes damage…also noticing the acid dissolving his equipment. Codpiece creates a stream of water and washes the acid off completely. This room contains old busted bunk beds all along each wall. A door to the north is made of steel, with the words “Hall the Trickster” engraved along the top. Nothing of value is found here.
Helson decides to listen at the door and hears nothing. Pulling on it reveals it’s unlocked and not trapped. While the rest of the party stays behind, Helson enters the next room alone. The walls have old, crumbling frescoes showing Loki wielding fire against the other gods. The doors to the west are made of brass, and have the following engraved on them:
“Ale you brewed, Aesir, and you will never again hold a feast; all your possessions which are here inside—may flame play over them, and may your back be burnt!”
The doors have large pull-rings, each with an equally large keyhole above it. Helson decides to pull on the rings and oil starts shooting out from hidden nozzles through out the room. Worried, he decides to try and rejoin the party to the south. Just before he can enter the archway of the door, a force-field with a pale red shimmer blocks his advances. He discerns that a powerful wizard had cast this spell.
Kjorne is unimpressed by the explanation of Helson, and reaches into the room to pull him through. He is shocked to find he can not retreat his hand past the barrier. Codpiece attempts to shoot flames into the room, but the spell fizzles as it contacts the force-field. Frustrated, he enters the room with Helson and they search further. Helson falls unconscious onto the floor while the druid lights the oil-covered room on fire…but not before casting Protection from Energy – Fire on himself. The room ignites instantly, and both players take damage from the heat. Codpiece decides to pull on the doors, again causing more oil to fuel the burning flames. After a few attempts of disarming the trap, while the room is completely ignited, he somehow eventually succeeds and plugs the nozzles.
Helson comes back to consciousness after about an hour – disheartened that he was not able to be immortal. The fire has died out completely and burned up any free standing oil. Magnus, Kjorne, and Guthrum enter thought the force-field and get the sense of no going back. The party discovers a secret door hidden behind a large painting to the north. Beyond is a hallway that seems safe to travel. After gathering their courage to traverse it, flames shoot out from more hidden nozzles and scorch the party. Two cisterns in the east and west ,filled with water, occupy the next area. Crumbling, fading frescoes cover the walls, with images showing people fighting what appear to be fire giants, and then being soothed by water. Some players use the water to sooth their scorched skin, feeling very relieved. Helson continues on to the north over a metal grated floor. The ceiling of this hallway is made of metal panels. Knowing this is an obvious trap, he expects more fire to bath over him. He is surprised to find a torrent of rushing water fall from the ceiling, knocking him prone and inflicting a lot of damage. He is unable to find the trigger for this trap.
Weary, our party decides to investigate how this trap works. Guthrum points out that the cisterns were full when they arrived, and it would be very much like Loki to offer this as a trick. Magnus claims that they should piss into the cisterns to fill them back to the original levels, hopefully disarming the trap. After doing so, Kjorne leaves his breakable equipment and steps into the hallway. He is relieved to find that the trap does not re-activate.
All members cross the trap and head into a octagonal room. The walls of this room, sans the north, have shackles bolted to them, and the entire floor is a mosaic depicting clerics of Loki sacrificing people by throwing them into a pit. Guthrum notices a button hidden as a stone in the floor. He marks it with berry juice and steps back. Suicidal Helson see’s no reason to delay and pushes the button. A secret door in the wall to the north appears.
This room is the shape of a large triangle. In the center, to the north, appears a large statue of Loki, much more larger and ornate than that found in the previous room. He is seated on a throne, one arm propping up his chin and the other holding a shepherd’s crook. Two large brass keys hand from the end of the crook.
To each side of the door, two statues of Valkyrie-style warrior (each with a crossbow) point towards the center of the room. Codpiece see’s this is an obvious trap and moves to remove the bolts from both statues. He is successful and tells the party the traps have been disarmed. Magnus and Guthrum both deem that there must be more tricks Loki has hidden up his sleeve. With a good eye, Magnus notices small holes in the wings of each statue. After alerting his comrades, they notice that it would not be wise for any of them to try and take the keys by hand. Helson fires a well aimed Eldritch blast at the end of the crook, and completely destroys it. With a clang, the keys fall to the ground. Instantly, darts shoot out of the wings and indeed would of stuck anyone attempting to pull the keys off the statue. They continue to destroy the Loki statue, inflicting massive damage to the idol.
Exhausted and tired, our heroes decide to take a long rest. Guthrum and Kjorne take watch while the others rest. Guthrum does well and stays awake through his watch. Kjorne fails to keep an eye out and falls back asleep. The party is awakened by the sounds of electricity shocking Kjorne. Four will-o-wisps surprise the party, appearing to have come from statues in the room.
A fierce battle rages – Helson almost goes down and Magnus swings wildly with his cursed glaive, harming his brother in combat. Codpiece shows his worth by healing wounds of Kjorne during the fight. One by one, the wisps explode and the party is able to defeat the servants of Loki. Extremely exhausted, the party finishes sleeping and feel much better afterwards. They collect the keys and navigate back to the large brass doors.
Sure enough, the keys unlock the doors and they pull open. No traps are triggered and the party enters into a very large room. The ceilings are at least 30’ tall and the floor is checkered with black and red marble. In each 10’ section along the western wall is a statue of a 3’ tall woman, each wearing a crown and wielding a different weapon. Our heroes spend a while figuring out how this “trap” works. They notice that the southern most queen does not move, while all the others can only be pulled left to right. The trap is eventually disarmed, and the cavern to the North is no longer blocked by a strange red shimmering force-field.
A large pit dominates the center of this cave. It is deep enough that one can’t see the bottom. A passage to the northeast is partially blocked by rubble of what was once a wall with an iron gate. Helson sneaks into the room a head of the party. He smells smoke from a fire coming from the north. Commanding his familiar, the bat flies into the pit and finds that there is a spell of Darkness permeating halfway down. The bottom seems to contain remains of humanoids and metal looking shackles. Helson returns to the party and tells them his findings.
Loud noises can be heard coming from the north…and foot steps of large creatures start to advance towards the party. With a loud smash, the iron gate once standing to the north is knock inward. Four ogres are behind it, and attack our heroes with fierce strength. Kjorne runs up and challenges the leading Ogre, striking him with two well placed blows. Helson unleashes a Fireball at the group and inflicts serious damage. Each Ogre rush into the room, two challenge Kjorne, one heads in the direction of Helson, and the last one challenges Magnus and Guthrum. The familiar bat falls dead as a great club smashes it with ease. Kjorne also gets hit, although the damage seems to be reduce. Magnus takes damage as well, but saves on going berserk via his cursed weapon. Guthrum fires two shots across the pit, both arrows finding their quarry. Helson blasts the Ogre that killed his familiar with lightening, calling out Thor to aid his attack. It seems to have had some effect, as the blast deals critical damage, and Helson is able to run over to Magnus for protection. Kjorne attempts to push an Ogre into the pit, but the beast is too strong. A second attempt proves worthy, and the creature falls into the darkness. A loud sound of crunching bones and clanging metal can be heard shortly after.
The Ogre’s continue there assault on the party, one missing with a javelin at Helson and the remaining threat to Kjorne misses with a great club. Guthrum is unable to avoid being grappled by an ogre, and is smashed into Magnus – both taking damage. The beast is defeated by Magnus as his glaive tears into the wounded creature…saving Guthrum from his grasp. Meanwhile, an Ogre advances on Helson and connects with a swing from its great club. Kjorne defeats his opponent in glorious melee just as the Ogre that fell climbs out – striking Magnus and sending him into a bloodthirsty rage. Helson unleashes blasts of energy and damages a remaining ogre. Perhaps standing too close to Magnus, Helson falls to a viscous blow delivered by Kjorne’s former magic/cursed weapon and starts knocking on deaths door. Guthrum slays a challenging Ogre with precision dagger strikes, cutting open vital arteries and felling the beast. Kjorne joins in on taking down the remaining Ogre, and Magnus delivers the final blow.
Naturally, Helson stabilizes from his death and is fed a goodberry. This brings him back to consciousness, but only barely. The party heads to the north and finds a large smoldering fire with 4 furs used by the Ogres. Taking a short rest helps Helson regain much needed hit points and a total of 2 hours pass by while they also wait for him to cast Find Familiar. The bat appears – flying out of the fire and lands on his shoulder.
The party continues into what looks like natural caverns that increase in elevation. A landing from a long hallway reveals a fork and the scent of fresh air, though faint, coming from the western most passage. They travel this way and enter into a large cavern. There is faint light, and a good breeze coming from the westernmost of the two southern passages…this cave looks to have been once used by a small dragon as it lair.Helson nervously pulls out his antitoxin and downs the entirety of it. A few humanoid skeletons with old rusted armor and weapons are scattered about, and in the center are the long dead remains of a small red dragon. A large pile of coins can be seen in the center of the northern wall. It seems the dead adventurers died horrible deaths (many broken/cut bones, char marks from the dragon’s breath, etc.). The party find 2,666cp (about 7gp) and 73sp. Kjorne discovers a fine golden ring, and Helson is able to determine that it is a Ring of Fire Resistance.
Our hero’s head north towards a dark cavern. They quickly find this area is covered completely in large cobwebs. Deciding its best to leave this area be, they back track and head towards the southern passages. Exploring the western most passage reveals an alternate entrance into the mountain with well carved stairs leading some 300’ down the side.
They notice the archway of the exit/entrance has dwarvish runes that read “Hunting Lodge of Glunn Quickeye”. Helson remembers hearing the ghostly laughter of a dwarf in Der Nordwald and believes the two are connected.
Back tracking again, they decide to enter into the other southern cavern…this one winds downwards and to the east. An opening is reached, and the party sees a 20’ wall. The sounds of water moving can be heard from this location. Guthrum pulls a rope out of his pack and fashions a knot into it….despite Helsons negativity, Guthrum is successful at securing the looped end onto a stalagmite. His companions are easily able to climb up the wall with the assistance of his rope.
A small calm pool of water fills the majority of this area. A river flows towards the party coming from a cavern to the north…
(I will edit this later, too tired to do it now)