010. The Death of Turbo

The party heads east from the Sacred Woods, into the rolling plains.  After two days hike, they come upon a group of Ogres and Goblins.  One of the ogres puts the party to sleep, and they wake up deep in a dungeon, stripped of their gear.  

The break out of their cell, and manage to take the key off an ogre guard and get their gear.  Then, they fight their way out of the cave, and find themselves a few hundred yards from an old, crumbling castle…

The castle is patrolled by ogres and goblins.  Within the outer walls, the inner keep is the most secured.  They manage to use a grappling hook to climb atop it, and use a silence spell and hammer and iron spikes to collapse a section of the ceiling onto a pair of ogres.  

Once inside the inner keep, they find their way to Turbo’s lair, where Turbo had just drawn blood from the Dwarf Boy.  He allows a drop of blood to fall upon a metallic cube, which then glows with a mysterious green light.  The party confronts Turbo, and manage to put him to sleep.  The fight is short.  After a short interrogation, they do not get any intel from Turbo, so they kill him and leave the castle, with the cube.

The party try and leave with the boy, but they find a strong knight with a flaming sword who confronts them. A fight ensues, but they prevail but are now faced with a castle full of ogres and goblins.  Toggaf decides to use gold and charisma to win the party an army (and a castle).  It works, the goblins and ogres agree to hold the castle for them for some gold.  

They head back to Ashvin to talk to Corvus (this time with the boy).  Corvus sees the cube, and recognizes some of the markings from his father’s journals.  He urges them up to Krshmir, the Dead City, to go into the Temple of Embra where his father worked and studied, to see just what happened, and whether his father really caused the fall of Krshmir, and how the stones are connected.

Map of Turbo's Castle:


004. Turbo's Lair

The party enters the keep, and find it crawling with Kobold guards.  They manage to fight through several of the kobolds, leaving the evidence of their intent strewn about the dungeon.  But, in their lust for treasure, they get distracted and find themselves in a room with Zombies.  

D’understanding, the druid, dies in the ensuing fight.  

The party retreats back to town.  They do manage to find very fine priests vestments and a holy symbol for their trouble.

Back in Ashvin, they meet Gunderson Oakenstaff, the high priest at Ashvin, at the Temple of the Divine Mother.  He is watching over the Dwarf Child.  He agrees to revive D’understanding in exchange for 500 gold and the holy vestments and symbol.  The raising takes 3 days.

After D’understanding is back to life, they head back to Turbo’s Keep, but find it now taken over by wolves, feasting on the entrails of Kobolds.  They fight their way deep into the Keep and find Turbo’s lair, but he is not there.  Instead of a sealed envelope bearing the seal of the Black Raven’s Guild.  The open the envelope but find the parchment is blank.  They decide to head back to town to confer with Corvus.

Here is the dungeon map I used in Roll20.  Feel free to use it for your own game!