Chapter 13 - Les Ultras - WHQ - In Search of a Waygate

Image: The Gate of the Whispering Iron. Forged by the forgotten artificers of Karak Hemsil, this gate hums softly with the voices of ancient dwarf engineers. Those who pass through sometimes hear mechanical secrets whispered in their ears—whether they’re blessings or curses is another matter. 

Characters: Arcan the Wise, Armond Albek, Lenita Gentil, and Yllness de Medici, (Les Ultras) with Jederman (Die Alten Hofs), and Hockrup (Rebel Base Crew)


“Hail and Well met” Galadran said Jederman as he approached the Elven Guard at the entrance to the labyrinth."Whats this” replied Galadran, “Jederman and Hockrup with a strange group” he said pointing at the others. “We seek entrance to the labyrinth” replied Jedermann, “we seek adventure, and the rest of our crews have not yet returned to join us. Let them know we are well when you see them”.

“So what is it you seek in the labyrinth asked Galadran looking at the others, but without waiting for an answer he continued, “no matter, … Step forth and be recognised.” And after each Warrior declared their names and purpose he declared “You are now marked, should you fall, your soul's departure will be known to us. Should you betray the realm, your oath shall burn you from within.”

The way into the labyrinth was easy at first and Jederman led them down the familiar stairs over the crossroads with the two locked doors East and West, and along the corridor to the first chamber, the Torture chamberˋ in which the dead body from which the gold was taken remained putrefied in place.

They continued west along the three passageways and into the Well of Doom (Chamber 5), in which 12 Goblins immediately appeared from the darkness and attacked without warning. Jederman Hockrup and Lenita Gentil were at the front of the group and made short work of the goblins, though the fighting was fierce and some injuries were taken. The noise of battle had obviously stirred things up and as they moved south into the Monsters Lair they ran into bats which were equally viscous in their attacks. The band fought them off receiving a few bites and injuries.

They continued to head south and at the T junction passed a locked door to the west. I wonder where that leads asked Armond. No where that suits our purpose spoke Arcan, lets hurry on as fast as we dare to the Spider’s lair, as the road to the Way Gate lies beyond that and that is where we must go. At the crossroads they hesitated. they thought they could hear childlike screaming in the tunnel that travelled East and Jederman explored that corridor for a short time while the others rested.

Some weeks prior there had been a raid on Kleiner Alter Hof and children of the village had been kidnapped along with their hero Struwwelpeter, and talk had been made of a posse being formed to rescue them deep in the labyrinth. But hope had died as quickly as it was created after the Sacrifice of Elyndor and no one had really thought the children had survived. Nothing short of a High Elf regiment would be needed to enter that deep in the labyrinth but if search parties were formed, they could benefit from some guidance, so Jederman prepared a message in a bottle and let it at the crossroads to advise others of what he thought he heard.

As they entered chamber 7 (Torture Chamber) they were ambushed by seven Skaven warriors with their sharp blades of steel flashing in the light as they slashed their way into the group of warriors. Armond managed to pick off one Skaven with his pistol, and Arcan’s clever spell casting slowed the group down so they could be dispatched without too many injuries occurring.

The rank smell from the spider’s lair grew more intense as they approached the stairway. They were getting closer. Cautiously the group descended two flights of stair and stopped at a crossroads. Clearly both left and right led to storerooms but whereto after that. They needed provisions and decided to explore the room to the south before continuing. Luck was with them; they entered a Barrel Store (chamber 18) and scavenged for supplies as best they could, Drugen taking the opportunity to find brewing supplies while he could. Their search went unhindered.

They moved back towards the crossroads and headed west again leaving the other room unexplored. At the next junction once again explored the room to the South. It was a Ransacked Store (chamber 13). Everything was overturned and broken, but they took what items they could before continuing their journey out of the chamber to the west and around a dark corner corridor into the dankest stickiest, nastiest, web strewn room they could imagine. Evil perpetrated the room. and in one corner in the centre of a think entangled web two large eyes had them clearly in sight.

The six adventurers stood at the entrance to the giant spider's lair, their eyes adjusting to the dim light that filtered through the dark, misty air. Arcan, staff in hand, began to chant ancient words of magic, preparing for the battle ahead.

Jederman with his massive great-axe at the ready, let out a fierce battle cry, his muscles tensed and ready to strike, he took the lead along with Hockrup his scarred face twisted into a snarl, cracked his knuckles, ready to take on the beast.

As they entered the room, Lenita, her eyes flashing with excitement, drew her twin daggers, their blades etched with intricate patterns that seemed to shimmer in the dim light. Armond fired a shot into the darkness which seemed to have little effect, and he reloaded as fast as he could, cocked, took aim at the giant spider, and fired again. A shrill scream seemed to indicate that his shot made it s mark.

They moved toward the centre of the lair, as the giant spider emerged from the shadows, its eyes glowing with malevolent intent. The spider's body was massive, its legs as thick as tree trunks, its fangs dripping with venom. The air was thick with the stench of decay and death.

The battle was intense, the adventurers working together to take down the beast. Hockrup charged forward, his blades flashing in the dim light, striking true and biting deep into the spider's exoskeleton. Arcan unleashed a blast of magic, striking the spider with a bolt of energy that sent it reeling. Lenita danced around the spider, her daggers striking true, dodging it’s snapping fangs with ease. Yllness followed Lenita as much as he could and struck blows with his battle hammer on every wound she created to double its effect.

Jederman swung his great sword, striking the spider with a mighty blow that sent it stumbling backward. Armond fired again, striking the spider with a shot that lodged deep in its body. He followed it through with a sword strike which slashed deeply at one of the spider’s leg joints. Hockrup charged forward again, his fists and blades flying, striking the spider with a series of brutal blows.

Despite their best efforts, the spider proved to be a formidable foe, its venomous fangs snapping wildly, its legs thrashing about with deadly precision. The adventurers dodged and weaved, avoiding the spider's attacks, but it seemed that the beast would not be easily defeated.

Just when it seemed that the spider would emerge victorious, Arcan unleashed a final blast of magic, striking the spider with a bolt of energy that shattered its exoskeleton and sent it crashing to the ground and Yllness followed through with a series of crashing blows on the beast to make sure it was dead. The adventurers cheered, their battle won.

The chamber stank, a deep wretched stink of death and spider slime, but they tried to catch their breath as best they could but they needed better air. 

A quick search of the chamber led to the discovery of a Cage Key which Yllness picked up and placed in his bag.

A passageway led North into the distance, but a thorough search of the chamber led to the discovery of a Secret door to the West. Jederman opened the doorway and Arcan led the way through.

They followed a short corridor before entering another small chamber (Chamber 21 Way Gate). It was only a small chamber and well lit but the source of the light was unclear. In the centre of the room steps led up to a gap between two, towers, but seemed to go nowhere beyond that. It was a Way Gate. Arcan had seen similar structures in the old manuscripts. To the side of the tower stood a High Elf Spearman. He stood firmly in his position, and didn’t move, though he had clearly seen them and was following them with his eyes. The group, startled by his appearance prepared themselves to fight, but there was no need, he stood straight and silent, then moved suddenly to snap his feet apart and slant his spear to an at ease position. He was an elf, a high elf, but dressed in the colours of the old order, from long ago.

“Hail and well met” said Arcan, but the Elven Spearman stood firm and didn’t move.

“In older times” said Arcan “it is said that a High Elven Order protected the gates and made sure that unworthy travellers did not pass between them”

“But these must be ghosts and legends surely“ said Yllness “I’ve never heard of any actually existing”

“Ancient Elves from an Ancient order” spoke Arcan to no one in particular and then, directly to the Elven Spearman he said in an ancient tongue “May the winds carry peace to your mind” but received no response. “Well, he’s not Sylvan elvish” he said to himself, “but maybe we should try Star-Script”

The others in the group watched and stood ready. “May your shadow fall long and your name endure” said Arcan in a tongue that was strange to the others.

The Spearman came to attention once more with his spear standing erect “The guards smile on your coming” he replied in a language only Arcan understood.

“He’s speaking Star-Script” said Arcan, “which makes him one of the the Tharan’eth Enclave, those who endured the first sundering and a sworn protecter of the Waygate.”

The group sat and rested in the Chamber while the Elf Spearman of the Tharan’eth Enclave enlightened Arcan, and Arcan translated what he could about the laws of the Waygate and tales of Tharan’eth Enclave legend

(WHQ Game Note: As the House rules for Way gates will explain, they can only be activated by Wizards of Level 3 or higher. Since Arcan the Wise was at this point only a Level 1 wizard, he could not get access to the Way gate and the adventure to the Infinity Labyrinth had to end here (for now)

Arcan sat with the others, his shoulders drooped as he spoke, “a wasted journey” he said. I have neither the skills or the spells to activate the gate alone. Our way to the Infinity Labyrinth is blocked”

“Then how do we get the skills and activate the gate” said Armond with enthusiasm.

“or we could threaten to kill the Elf Guard and make him open the Way” said Lenita.

“That won’t be necessary” said Arcan. “The Tharan’eth Enclave are protectors of the Way Gates and would help worthy travellers when they can. They keep the Waygate chambers sealed from evil. They are no threat. No, our path lies elsewhere for the moment. We must learn the magic and return at another time”

They thanked the guard, and turned to leave the chamber, they must return home or find another way through the labyrinth. They felt confident as they departed but the Elven Spear Guard called after them "You may have defeated the spider, but you will not leave this place alive” and it concerned even the stoutest of hearts.

 The adventurers turned and headed back along the corridor to the spider’s layer to face a new challenge, their hearts pounding with anticipation. As they entered the stinking chamber and crossed the cavern, they heard sounds echoing from the corridor on the other side. The same corridor they had originally entered by. Their exit to home was blocked and only north was an option. The noises were close however and getting closer fast. Should they stand or should they head of down the northern corridor and be chased into heaven knows what? They chose to stand, and took up what defensive positions they could in the semi dark.

What lay ahead? and would they emerge from the encounter victorious? Only time would tell …


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