Rindr's Storm Hall
|Status||Explored November 907 TA|
|Campaign||The Siren's Song|
Dinner with Morgan the Enchanter
Morgan will tell them:
- Tell me of your adventure with the Great Storm. Did the Storm Staff survive? A pity.
- Will the party tell of the island, Grixana and the wings on the ship? He knows the information already from the gnomes - Gradbell the Archaeologist (who told Ruhks about the ruins) and Glynis Tew the tinkerer.
- While the Crown remains neutral to your endeavors, King Goodfellow has allowed me leeway to continue our relationship on good terms - giving him plausible deniability when negotiating with the Storm Crow. It is a tricky business, diplomacy
- And to that end, I want to offer you a bargain.
I have come into my possession the locations and short-term sailing orders for the Sea Barons. Now, normally, I would hire some buccaneers to stir up some trouble for our wayward allies. But, all the actions around Teufeldorf and the Great Storm have emptied these waters of freebooters.
So, I offer this information to you in exchange for helping me thwart a potential problem before it comes to the castle and this town.
Sit back, and I'll put another log onto the fire - which Morgan does with a wave of his hand - the log landing on the fire with a shower of embers. Soon, the room is warm and filled with firelight.
Morgan huddles close to the fire and speaks in a low voice.
On Sky Giant Castles
The last floating castle in the Reaches appeared in late 828 TA in the Western Reaches. It was called Thunderhold, and it was home to the giant Clouddrifter. Well, the castle was destructive to all the lands it passed over, but eventually the castle was taken down. In fact, Hylax, one our local eccentrics, was on that mission and brought back a few tales and a relic from Thunderhold. His tales are a bit suspect, but here are some facts I gleaned:
- The key to Thunderhold was an ancient dwarven relic - a series of concentric stone rings which provided the ability of the structure to float in the air. It might also have created the storm that surrounded the castle, although that is less clear to me.
- And, according to Hylax, the key to the stone rings was a mithral rod about 5 feet long and 2" in diameter. Now, the rod is not magical, but it is worth a fortune - enough mithral to make several weapons or a suit of armor.
- The mithral rod was carved with a, well, folktale of sorts. It is unlikely this rod will help you, but I suspect that a similar rod might be found in Breakwater Hold - that's the name the men have given the castle.
Morgan pulls from the air about his head a dull, grey metal rod. It has the following inscription on it:
As time winds forward from above, only to trace back once the first glimpse of truth is known, so the pendulum of time moves back-and-forth until the answer is revealed. In Utgard, a wondrous wizard named KILBURN visited the giant king LOR. Smooth-tongued and wise, KILBURN quickly befriended the king and his queen GERD. At the wizard's behest, he became the tutor of the royal twins, BANNA and THOTH. In time, KILBURN turned BANNA against his father with the lure of dark knowledge. Using a spell of PETRIFICATION, the son turned his father to stone ending the reign of LOR.
Morgan will give the party the Thunderhold Rod as payment for taking down Breakwater Hold.
Rindr's Storm Hall Environs
The mayor of the town is Sadie Surehook, an aged woman who, despite her diminutive size, appears strong and clear-eyed. The town population is sixty - most of whom are fishermen. Meals are eaten in the common room of the Breakwater Hall.
It is already overcast and raining here. The ships are in.
Storm of Vengeance Ritual
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar.
- Round 1: Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 5 minutes.
- Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
- Round 3: You call six bolts of lightning from the cloud to strike six creatures or Objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
- Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
- Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
- Pockets of Acid Fog
DC25: A 2" hole near the southern edge of the stone is empty - although scratches show that it has been used in the past.
The interior of the castle is identical in material to the outside. Once you step into the hallways, however, the howling wind stops. The air, while cold, is not unbearable. The scene back through the portals show the howling gales.
- Rindr, Wardeness of Thunder, Storm Giant Matron
- Vali, Storm Giant Daughter
- Cloud Giants - each carries a giant's ring - steer ship, sound alarm.
- Servants (Court Poets) - False Storm Wardens
Rindr's Storm Hall - Level 1
Room 1: Hall of Thunder
DC 20 - at the base of the stand is the following riddle. Answering it will allow the solver to ask one question of the dead king - Rindr's husbad - Petrik.
It passes before the sun and makes no shadow. A: The Wind
NOTE: The voice will be that of Petrik - which Java can then mimic.
Room 2: Council Room
NOTE: These control the altitude and direction of the castle. Any player with a giant's ring can move them.
The rings are etched with the phrase: In service to Petrik.
Room 3: Dining Hall
The barrel contains ale. NOTE: It can be poisoned.
Room 4: Kitchen
DC20: In addition to the giant-sized plates and bowls are a set of four man-sized implements. Like the others, they are clean and stacked neatly on one of the large tables.
There are no "cooks", but the humans will sometimes come down for a bite. A cloud giant might also be found here.
Rindr's Storm Hall - Level 2
Room 5: Rindr's Chamber
Close examination of the desk shows a 4" plate in the wall - clearly a safe of some sorts. On it, flicker some numbers.
Pushing the squares in the right combination produces a loud click. The end of a 1" diameter rod pushes out of the wall. Pull it out, the rod is carved with runes.
As time winds forward from above, only to trace back once the first glimpse of truth is known, so the pendulum of time moves back-and-forth until the answer is revealed. In Utgard, there lived the great giant DAK and his arch-rival OGDEN. They both loved the fair princess MERI, but DAK loved her more. So, DAK embarked on a great adventure to win the heart of the maiden armed only with his great axe CORWIN. At the Cave of Wonders, he fought the dragon ZANDER in order to take his hoard for MERI. But, alas DAK was defeated and the princess sought solace in DEATH. Thus, the lovers were united in eternity.
Room 6: Storm Giant's Chamber
NOTE: These are Vali's paints. She painted the picture of her dad.
DC 20: Under the table is a painting of a cloud giant with a large heart drawn around it. V + B. Vali + Bindur.
Room 7: Vali's Chamber
Vali is in love with Bindur. She constantly tries to find ways to get away from her mother and be with him. Bindur doesn't love her back, but he is using her favors to hopefully become the Captain.
DC 20: Vali's love token. A crudely carved stone heart reads To Vali. Forever.
Room 8: Guard's Barracks
Room 9: Common Room
Room 10: Temple of the Storm Priests - East
The book is a prayer book to Few.
The False Storm Wardens will be here.
Room 11: Temple of the Storm Priests - West
DC 20: The clothes under this bed are actually parachutes that the four priestesses are trying to sew together in order to make an escape.
Sapphire, Autumn, Circe, and Luna.
Rindr's Storm Hall - Level 3 and Roof
Rooms 12-14: Rocs Aerie
The lances actually fire lightning bolts - one charge but very powerful.
There will always be one giant guard here.
Rindr's Storm Hall - Roof
DC 30: A door in the shaft leads to the spiral staircase.