DM’d by: JMK.
After receiving orders to immediately appear at the Central Keep for a meeting with the Lord Commander, the summoned heroes of the Undefeated arrived for the first time at Gravejaw Okz’s office to receive a special, top secret assignment. After inspecting each hero in turn he handed them a taunting letter the guild had recently received:
Search ye far or search ye near,
You’ll find no trace of the three
Unless you follow instructions clear,
For the weapons abide with me.
South past forest, farm, and furrow
You must go to reach the feathered mound.
Then down away from the sun you’ll burrow—
Forget life, forget light, forget sound.
To rescue Wave, you must do battle
With the Beast in the Boiling Bubble.
‘cross cavern vast, where chain-links rattle
Lies Whelm, past waterspouts double.
Blackrazor remains to be won
Underneath inverted ziggurat.
That garnered, think not that you’re done,
For now you’ll find you are caught.
I care not, former owners brave,
What heroes you seek to hire.
Though mighty, each shall be my slave
Or vanish into the fire. Signed, I.
The heroes were further briefed by Prior Brother Yeshivin that the letter had been received some days earlier and that the guild’s armory had been checked: indeed, the legendary weapon, Whelm, a warhammer that Gravejaw himself had once wielded in battle, was missing. The other two legendary weapons of note, Wave and Blackrazor, were also confirmed stolen from the vaults of wealthy collectors in the city of Bastion.
Undefeated scholars determined that the “feathered mound” mentioned in the note could only be White Plume Mountain, and ancient hold of Illstood the Betrayer himself. The signed initial at the end seemed to suggest that Illstood was behind the robberies of these powerful weapons of legend, yet Gravejaw had his doubts.
He angrily declared, “Seek out this mountain and bring me back my Whelm! Bring me back all the weapons, if you can, and also the head of this impostor who would dare declare he is the Great betrayer himself!”
After preparing for the long, arduous journey to [Nyrond?] the heroes set out. Upon first entering White Plume Mountain they successfully answered a riddle from the Gatekeeper, a Sphinx at the center of the entry that opened into three paths: one east, one west, one north. The heroes chose east in their quest for Whelm having been advised to do so by Yeshivin after receiving a vision from his god, Pelor.
Several puzzles and dangerous challenges nearly foiled the group but in the end the heroes successfully tracked down and destroyed a dwarven vampire who had Whelm in his possession. Deciding to rest before seeking out the remaining two weapons the heroes returned to the nearby village of Yellowreach.