8th of Neth, 4718 AR
The party decides to check Ervil Pendrod’s “Ethnography of the Nomen Centaurs” for clues on where the last of Nomen spirits reside. Ervil suspected Sangore makes his home in Lake Tuskwater and Tonraq in the Tors of Levenies in a dormant volcano. The group heads to the lake and casts spells to breathe underwater. As they sink to the bottom of the lake, a giant Tatzlwyrm comes into view. It circles the party once and greets them: “Hello, my name is Sangore! To what do I owe the pleasure?”. Henri greets him and says “We are just stopping by to meet our neighbours”. Sangore happily shows them around after casting a spell on the party, allowing them to swim with ease within the lake. He invites them to dine with a few nixies farther in the east of the lake. The party agrees and stays for dinner.
9th of Neth, 4718 AR
Ghost Stone, The Northern Reaches
Having met most of the Nomen spirits, the party heads to the Ghost Stone to shift its ward from Vordakai’s lair to Candlemere tower. Weixi tampers with the runes and sets the location to the small island south of Stagholm and specifies that it should only activate against things from outside this solar system.
The group decides to finish up making contact with the Nomen spirits, and heads to Grommor’s Maw, suspected location of Tonraq’s dormant temple.
10th of Neth, 4718 AR
Grommor’s Deep, Nar-Voth
The party effortlessly flies over the stone golems guarding the first cavern in Grommor’s Maw. The cave winds on farther to the east and stairs run down into the ground in the south of the room. They go down the stairs, about 200 feet down. The stairs end in a wide hallway with a small signpost near a T-junction. The signs are in Undercommon and indicate Deep Gnome territory to the west and Duergar territory to the south. About 300 feet to the south, a torch-lit gate with two stubby armoured guards prevents access to the tunnel beyond. The party heads west into Deep Gnome territory. After a few hours of walking, they find a small cave guarded by gray gnomes. In broken common they explain that this is the village of Horgrim, a simple mining village. Their main trade is blightburn, a dangerous material with mystical yet mundane properties. The party asks around about the area and the gnomes happily explain and lead them to the best scout in town. He shows them a route to the surface, a winding, steep passage that ends in a small woodland area just 15 miles southwest of Lake Silverstep. The party rests in Horgrim, and after Weixi acquires a sample of blightburn paste from the gnomes, the group sets out back towards Grommor’s Deep, where they suspect they’ll find Tonraq’s temple.
11th of Neth, 4718 AR
Grommor’s Maw, The Northern Reaches
After passing through a few caves, the party finds a wide hole going back up. They fly up to find a giant-like creature at the top with four arms, split at the elbow. When they initiate the fight and bring it down, another of the creatures comes running from farther in the cave. The party quickly deals with it, though it manages to rake Isabella hard. While Henri heals her, Aldous and Rachim explore the cavern. It appears to be an old lava tube and there is a significant amount of gems embedded in the walls of some alcoves. In a pile of giant bug carcasses, they also find a red, softly glowing orb, warm to the touch and about a foot in diameter. They move on and find that the cave leads through a crumbled wall into an artificial structure, with two doors on either side. The party goes through the right one and walk onto a ledge on the side of a giant cooled down crater. About 500 feet up, a small hole let’s the sun illuminate the crater. In the wall is a large pane of what looks like glass, but it proves near immune to any attempt to scratch it. Through it, the group sees the backside of a statue of a salamander standing on a shrine, with two receptacles on either side. They walk around to the next door, symmetrically placed on the other side of the window, to get to the room.
When they put the orb they found in the left receptacle, a small channel on the floor on the left side of the room starts filling up with slow flowing lava. They put it in the other receptacle and the lava flow stops to resume on the other side. Concluding they need an extra orb, they go explore the part of the temple they haven’t been to, but a heavy door blocks the way. It doesn’t appear to be blocked and feels like it’s counter-weighted, but the counterweight appears not to function. With help of the entire group, Henri manages to crack open the door and everyone slips through to arrive in a octagonal room with four doors. Heading into the northern door, they find a room with more dried up channels. A soft glow emanates from a hole in the wall that would feed the channels if it were working. When Rachim checks it out, he sees a sizeable amorphous blob of lava rush towards him. He crawls out of the hole as fast as possible, being followed by a magma ooze. Though heavily resistant against normal attacks, Weixi freezes it with ease. As it disperses lifelessly, another red orb is left in its place.
The door on the south leads to a room with another receptacle in front of a statue of a dragon’s head. When they place the orb on the receptacle, lava flows from the statue into channels on the floor. The heavy door now moves as a normal door despite its size and most of the temple is illuminated by small lava channels in the floor under a glass pane. The party heads back to the shrine, where they put both orbs in the receptacles. With the lava flow of the temple fully restored, a fire elemental materialises out of the statue. It grumbles:‘My name is Fumus, I’m the steward of this temple. I thank you for freeing me from the seal, but we sealed the place up in defence. If you wish to commune with Tonraq, I have to apologise, but freeing him from the seal involves fully unsealing the volcano, which also releases what was attacking us at the time, a former agent of Tonraq, the red dragon Ovrirth. If you wish to help me restore this temple, I will unseal the crater for you, but make sure you are prepared to fight Ovrirth.’
The party decides to make camp at the shrine and fight the dragon after a good night’s sleep.