The next morning we set off for a place known as Lower Dorn’s Deep. This being a series of caves providing access to an ancient Dwarven city.

We found the caves easy enough. It seems we also found the source of the Neo Orogs that had been attacking Kuldahar. Fortunately, even a tribe of big orcs is a lesser challenge now. We cleared the brutes out pretty quickly.

There were other things in those caves. Like a colony of Myconids. Not a huge threat, but they often initiate combat with a spore cloud that can stun or confuse. Most fights ended with someone from the front rank incapacitated for a few minutes.

Fortunately they were not numerous or clever enough to hit us while we gathered ourselves.

Other threats were more… conventional?

Ettins may look odd, but essentially they’re just another sort of giant. Big and strong, but not particularly intelligent.
Then we came to a bridge that seemed an entrance to the actual dwarven citadel.

But it wasn’t dwarves living there now!

Just across the bridge we were attacked in force. Drow and orogs hit our front line.
Spiders came at the rear.
While Drow sorcerers and orc archers attempted to hit us from above. We have reached the point where Psyche can deal with such developments by herself. You’d think a Drow would know better than to pick on girls…

Mainly thanks to Psyche clearing out the “ambush” part of things (while five of us dealt with the distraction!), we quickly turned the tide of the battle and shattered their assault.

Past the entryway were several smaller groups of orogs and Drow.

Before long, we had the main floor of the fortress cleared out. To the back of one chamber was a great hole in the wall, a more natural looking cavern extended back into darkness.

We encountered a subterrainean beast of a sort we’d heard of, but never seen before. But Umber Hulks are supposed to be mindless savages?

This one was willing to talk. He claimed to have been a mage until fairly recently. He’d been cursed and knew he would soon loose his mind. He told us a bit about the nature of our foe. At least that there were several captains, leading different parts of an army. We would need all six of their badges to find the true villain.

Sounds like a silly game to me. Fortunately Psyche and Moya were a little more willing to play along. We found the badge of “Krilag”, who had been leading the fortress defenders we just eliminated.

The one path we still had to follow was a room for a large mechanism. A puzzle or a trap?

Psyche quickly concluded the room was heavily trapped.

The solution seemed to be some unexplained glyphs in an outer chamber, could be matched to glyphs in the puzzle room. This led to a stairway down being revealed. This spiraled down, wrapping around the machinery for the room above. At the bottom we entered a darkened ceremonial forge.

And we met Norlinor, a guardian of sorts. The room was cold, because a Lich was raising an army of undead from the tombs in the next room.

Of course we agreed to put an end to this!

Into the vaults! We were met by a lot of undead.

We battled the Lich once, he ran off to the Hall of Heroes. He did not seem very frightening as lichs go.

We chased him down as he was summoning more undead. Moya started with a Holy Smiting.

That should have cleared out his summonings, but not bothered him much. It seemed to hurt the lich some, so we got off to a very good start.

We’d been told he had a phylactery somewhere in this hall, so we searched and found it before he put himself back together. This brought peace back to the Dwarven dead.

Next we followed a long tunnel through the mountain, that let out on a glacier.

A glacier over-run with snow trolls!

And yeti. A lot of fighting for a few minutes. As we cleared this off we had three points of interest. There was a chasm with a very fragile looking bridge across to a large cave. A trail and a mountain pass that looked to provide access back to Kuldahar. And a large stone-block building, dwarven construction of course. It looked to be some sort of ancient municiple building? We could see tracks and movement to the main doors, but the celler doors looked unused. So we chose to enter down low.

Not the first group of desperate refugees we’ve envountered!

The said they had been slaves, and were now trapped. The cellar was warm, so the *Frost Salamanders* upstairs wouldn’t come down here. But there was nowhere they could go! They couldn’t last long trapped with no supplies.
We put them at ease, we’d already cleared off the outside. And we would go upstairs and deal with the salamanders. We suggested they hang tight until we secured the area and could get everyone out.

The upstairs was immediately odd. The dwarves had built a public aquarium in the mountains?

Once upstairs we started off with a “take us to your leader” demand. This seemed to lead to them deciding we had been sent by their own bosses.

That worked well for us! It brought us to the leadership. I wasn’t in much of a mood to bargain with such elemental evil, so we eliminated the leadership first. Then pacified the whole building.

A lot more fighting for a few minutes!

Once all was quiet we returned to the slaves downstairs. They said there were more captives in the cave across the chasm. They were being held by Frost Giants. Okay, we’ll get the whole group back together before we head back to Kuldahar.

Psyche directed the rest of us in making repairs to the bridge. We moved quickly to act before we were noticed.

There were a number of giants here.

And winter wolves, snow trolls, yeti… the usual. It would seem these Frost Giants triggered the avalanche that destroyed the expedition we set out with. That had killed so many of the area’s best heroes. As best we could, we were setting things right.

We had also found an access to more dwarven ruins in the mountain. We would need to get back to that.

But for now, we had a lot of refugees to get back to safety.

It was good to still have the crew together. It seemed like not so long ago we were celebrating graduation, and Psyche’s and my wedding. Now we’re at the edge of Faerun making a difference. Even in Icewind Dale that felt like a good thing.

2 responses to “Diomedes: IWD Update 5”

  1. Zeno Avatar

    Those are some fun ones! The Myconid and the Ettin came out particularly well, and I love the alien face on the Umber Hulk. That snow troll looks plenty intimidating as well! A lot of these have a very “Old Adventure Module cover art” feel, and that’s a nice fit for the game.

    The Group shot looks very good. Moya is the only one that doesn’t quite look like herself to me there. But much past three or four characters and its hard for the AI not to start getting things mixed.

    I’m finding I’m changing how I set up descriptions – particularly for action shots. There’s just so much more detail you can coax out of GPT1.5. At some point I’ll have to do another article on that… The Orog fight above is a good show of what I mean. You can really choreograph things now if you’re explicit. I’m experimenting with that for my next post – which means Cass is getting a little beat up.

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    1. atcDave Avatar
      atcDave

      Yeah I’m thinking “D&D Art” is an excellent style for this.

      I was pleased with the group shot. As you say, such a large group is tricky. It often removed either Moya or Shuri, sometimes mashes them together. I wonder if I could improve that with a better desrciption? Diomedes is “warrior with two swords”, Garaint is “red haired warrior with sword and shield”, Psyche is “woman in purple”, Harg is “barbarian with bow”, Shuri is “warrior woman in black armor with spear” and Moya is now “Korean half-elf woman”.
      That *seems* like enough to point the renderer at the right reference image. Of course some times I choose reference images with less gear, so I improvise as needed. But missing or mashing up Shuri and Moya is a constant.

      One other thing I’m loving about GPT 1.5, I can use screen captures as reference images. I did this on several of these, the one with Psyche in the Dwarven puzzle room was the most distinct. I had taken the overview of the room (clipped from GameBanshee) and rendered it as a “low angle view”. Then I inserted Psyche doing her thing.
      I think the others where I did this the background becomes TOO background and the detail of it is lost. But when it works, WOW!

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