Friday, October 30, 2009

Session 35 Recap

The heroes located the theives' guild & infiltrated it with little trouble. A living cube of jello had to be put down after it tried to eat Anderson & Dexter. The rest of the guards were no threat.

The guild was located beneath the city of Sayre, in the ruins of the previous city. Several buildings and part of a street have been excavated. One of those buildings was an old temple, though there were no signs of what god it had originally been dedicated to. Once inside it was quickly apparent the current residents worshipped Tiamat (greed and envy).

The Filth King was located in the main sanctuary with several guildies. They were quickly dispatched. The guild leader refused to surrender & fought to the death. Across a small crevase is a pile of coins, tribute to Tiamat. Standing over the coinage is a crude statue of the five headed dragon.

The adventurers are no closer to revealing who hired the thieves to villanize the githzerai. Those activities should dwindle now though.

Session 35 Rewards

Ring of Shadow Travel
Ring of the Dragon Emperor
500 gp

2000 xp each

Encounters:
800 xp Trapped entrance
3800 xp Cube room (Gluttonous Cube, 5 thugs)
5400 xp Tiamat shrine (Filth King, 9 thugs)

Thursday, October 22, 2009

Session 34 Recap

Most of the Githzerai at the Akma’ad monastery died in the Githyanki attack, including two of their three leaders. Elder Odos is now the sole Githzerai official on this continent. The remaining 50’ish Githzerai at the monastery will follow him wherever he goes. Odos asked the strangers from Elsir Vale to accompany them to the nearby city of Sayre.
The Githyanki have attacked various towns, villages and monasteries across the continent over the past 6-9 months. Leaders from various countries are meeting in Sayre to discuss an alliance against the Githyanki. Odos promised to attend.
So, the Githzerai and the adventurers loaded up on the last flying gallion & traveled 5-6 hours the following day. Githyanki assassins struck that afternoon. A pair attacked the adventurers on deck, and another pair went after Odos below deck. Some were killed, some thrown overboard.
Tokk’it landed the ship a few miles from town. Half of the travelers continued towards Sayre on foot. While passing a farm, mounted guards hailed the travelers. The Captain offered to introduce the non-Githzerai travelers to Telicanthus. The glass artisan was buying supplies nearby and would certainly be interested in anyone with a flying ship. They paid no attention to the Githzerai. The adventurers declined and continued on to Sayre.
The gate guards gave the Githzerai trouble. At first, they wouldn’t admit the “bandits, cutthroats and murderers” into the city. The Elsir heroes vouched for their travel companions and talked the guards down. The guards reluctantly granted entrance.
Walking through town, there were obviously various classes of neighborhoods. Some were cleaner and better patrolled. Most had beggars asking for money. Everywhere the group went, the Githzerai were scrutinized with unwelcome looks.
Their first stop was The River Jewel, the finest inn in town. Rooms here were 10 gold per night, which includes meals, drinks, baths and a very secure and comfortable room. Some of the adventurers paid for rooms. Others decided to shop around for something more affordable. The party eventually followed the Githzerai to the Plaza of Vision in Riverdown, a rundown neighborhood near the waterfall. The resident Githzerai were hold up in a large warehouse there. There were many beggars here, but not one approached the group or asked for money.
The warehouse was housing many refugee Githzerai in addition to the normal citizens. Bedrolls were everywhere. Elder Odos was greeted by several quasi-leaders and warmly welcomed in. The adventurers also found Amyria here.
Amyria pulled the party aside and explained the current situation to them before dinner. The locals were hostile towards the Githzerai for some reason. This has been a recent development. Githzerai have lived in Sayre for decades without trouble. Gossip suggests the bias against them stems from Telicanthus, a Githyanki citizen of high stature among the nobles. None of Amyria’s local contacts can provide any proof of Telicanthis even speaking poorly of the Githzerai. He’s a wealthy, skilled artisan; a member of the local artisans’ guild; and occasional instructor at the university. Many of the local politicians, craftsmen and nobles consider Telicanthus a good person and a friend.
After dinner, the Githzerai discuss how they should deal with this situation. Each leader expressed his/her opinion to Odos in a fairly calm, organized debate. A younger man wished to take the fight to the Githyanki and anyone that sides with them (including citizens of Sayre). He obviously had a military background. An older gentleman wished to abstain from this confrontation & withdraw to the astral sea. And the lady has been a long time resident of Sayre and wishes to remain, but would try to avoid more conflict. Amyria shares what she believes to be a vision from Bahamut. In it, she saw Sayre as a communication hub for the Githyanki forces. She believes the Githzerai should stay and help the other races, working with them against the Githyanki. The heroes of Elsir Vale also contributed. All of the good races are best served by working together against the common threat.
Odos listened intently and considered the arguments. If the Githyanki did in fact have a valuable asset in Sayre, it would be advantageous to eliminate it. Openly attacking a respected citizen would be unwise. But if the Githyanki asset could be identified and exposed to the locals, there would be a justifiable course of action. The Githzerai would observe for a brief time and attend the coalition meeting. If the opportunity arrises to set things straight in Sayre, the Githzerai might remain to help. If things remain hostile and the other races are disrespectful, the Githzerai will withdraw to the Astral Sea.
When the adventurers left the warehouse, they were beset by a dozen "beggars", the local thieves guild. One was interrogated, and their hideout entrance has possibly been identified. A good nights rest at the River Jewel was followed by breakfast the next morning. Telicanthus has left invitations with the innkeeper. The travelers are invited to a wine party at his home two nights hence.

Session 34 Rewards

Boots of Eagerness
3000g (cash, jewelry, silver swords, etc.)

2400 xp each

Encounters:
4500 xp Assassins (2 Githyanki)
3000 xp The Debate (skill challenge)
4500 xp Beggar Attack (12 humans)

Thursday, October 1, 2009

Session 33 Recap

The Githyanki assault on the monastery had been raging all day. The third war galley was a wreck and bodies were everywhere. By the time the adventurers arrived, the Githyanki had breached the walls in a couple places. Githzerai were fighting desperately to hold those breaches. And the avalanche defense atop the cliff was still unused.

The heroes first visited the cliff overlooking the monastery. They beat down nearly a dozen githyanki guarding the defense mechanism, and even threw several off the cliff. Despite damage to the release levers, the avalanche was released and many Githyanki below perished under tons of rock. The front gate was now half buried, and the bulk of the attacking forces were slain or scared off.

As the heroes descended to the battlefield, they noticed a group of attackers on the north side, hiding near the ship wreckage. As they approached, chanting could be heard. A ritualist was attempting to open a magical passage in the monastery wall. That ritual was never finished.

The only large group of Githyanki left were forcing their way into a wall breach on the south side. The Githzerai there were badly wounded and wouldn't have held out much longer. The adventurers dropped in on them from a higher level and tore up most of the marines. This group used better tactics though and put up a good fight. The Githyanki captain put a hurtin on Anderson. The remaining Githyanki in the field scattered and fled when their captain went down.

The Githyanki had learned about the meeting of the Githzerai elders here and made a good attempt at wiping them out. Over 100 Githzerai lost their lives, with fewer than 50 surviving. An assassin/spy struck from within moments before the attack began. Two of the three Githzerai elders were lost.

Odos of the House of Reprisal survived. This old blind (?) man is the only remaining leader in the mortal world. He has promised to attend a meeting (regarding the Githyaki attacks) in Sayre (a nearby Human city). His people may be able to avoid the rest of this war if they return to the Astral Sea.

Session 33 Rewards

+3 Totem of Nature's Balm
Ritual Book (Pass Wall)
Blue Glass Disk (Sending Stone)
6000 gp (cash, jewelry, silver swords, residium, etc)

2700 xp each

Encounters:
4400 xp Falling Rock (11 Githyanki)
4400 xp Ritualist (9 Githyanki)
4700 xp Breach (10 Githyanki)

Thursday, September 17, 2009

Session 32 Recap

Three months went by in Overlook with minimal events or news. With Zithiruun and Sarshan dead, things in the Vale had been very peaceful. Life in the city had almost returned to normal. There was still ongoing construction. And the various churches had been assigned new clergy.

The adventurers were enjoying a nice lunch one afternoon when three city guards burst into the tavern. The sergeant quickly spotted the heroes and tried to catch his breath before speaking. "A war galleon is FLYING towards the west gate! The captain would like you present in case theres trouble."

The "Conquerer" made a rough landing about a hundred yards from the wall. A lone Githzerai stood on deck. He beseached the city guard of Overlook to call forth it's heroes, the slayers of Zithiruun. When the heroes presented themselves, he looked a little confused. They were... not what he expected. He was very polite & formal. He asked several questions to verify their experience.

Tokk'it had come from a Githzerai monastery on the other side of the mountains seeking aid from Overlook. The monastery is under attack by Githyanki. He asked for any heroes, adventurers & troops Overlook could offer. The city guard declined to offer up troops with enemies so near. Less than an hour after his arrival, the ship was taking off again, with Tokk'it and 5 adventurers onboard.

While the ship appeared to be somewhat new, it had recently been through some heavy attacks. There were a few holes in the hull and burnt areas everywhere. Tokk'it had stolen the Githyanki ship from the battle that morning. The Githyanki tried to catch him & bring the ship back, but their dragons couldn't keep up with the flying ship. He out ran them, but they weren't far behind.

On the way to the monastery, 2 Githyanki appeared out of the clouds mounted on red dragons. They engaged the ship & it's new crew, but couldn't best the heroes of Overlook. Tokk'it pressed on, intent on arriving at the monastery before it got too dark.

A third dragon rider was patrolling near the monastery. It came up out of no where & laid into his enemies more fiercely than his counterparts. This Githyanki champion proved much tougher, but still no match for Tokk'it's new friends. The deck was awash with dragon blood again.

During that fight, the ground troops spotted their missing ship. The captain of the "Sacrifice" loaded some marines & moved to intercept. Tokk'it kited them around briefly & then landed the ship (roughly again). The Sacrifice landed nearby & marines swarmed over the rails. Several of the Githyanki had admirable abilities, but most just died quickly.

After the fight the adventurers quickly assessed the situation. The Conqueror was near finished, but the Sacrifice was in good shape. Nearly 200 Githyanki were assaulting the monastery a quarter mile away. And the monastery's avalanch defense was still untriggered.

Session 32 Rewards

+3 Amulet of Elegy
Broken Blue Glass Disk
5,000 gp

2280 xp each

Encounters:
3600 xp Persuit (2 Githyanki, 2 red dragons)
3600 xp Champion (1 Githyanki, 1 red dragon)
4200 xp War Galleon (13 Githyanki)

Re-group

The Heroes of Elsir Vale finally came to a calm point in time. The Vale was safe. All known enemies and threats were resolved. They are renowned, wealthy and have a steady income. Many of the adventurers chose to stow their traveling gear and settle into a normal life for a while. Peleus continues to defend the Vale and travel abroad, but this road isn’t traveled alone (by wise people anyway).

The Freeriders adventuring group reached a similar point in their careers. Megan Swiftblade’s group had fought in the recent battles in and around Overlook. They had defended the pass against Orcs, Goliaths and Trolls. And in their earlier days, they had roamed the Vale championing those weak and innocent people beset by evil. Megan chose to retire after her brush with death.

So, Peleus joined forces with the Freeriders, and the various retired adventurers went their ways. A new band of heroes now walks the streets of Overlook, ready to defend their homeland at a moment’s notice:

Morgan – The half-elf warlock with fiery red hair.
Dexter – A Halfling rogue of extraordinary dexterity.
Anderson – The human paladin of Ioun.
Ash – The longtooth shifter, a shaman spirit healer.
And Peleus – The Eladrin Warlord / glaive fighter.

Friday, September 11, 2009

Session 31 Recap

The heroes pressed on to the third floor of the Djinni tower. This floor was lined with numerous statues of Djinni gods. To gain access to the next level, one had to properly greet and appease two of the statues. The group found that 15 of the statues in the room had a slight glow about them. They attempted to identify the various gods by name, title and domains. Then they started greeting them. Each statue responded to the greeting and made a request of the adventurer. Prove yourself a worthy ally. It took the group a few tries to understand the tests. Each test was based on the gods' domains. And each person was suited best for some of the test, but not others. Some mistakes were made matching people's skills to the gods, but most of the party passed the tests with little difficulty. Eventually Seregdur & Peleus were left with one statue. Seregdur passed & Peleus was left trying to force his way to the group through a magical barrier. Fey step worked, but left Peleus drained & tired.

The fourth floor was obviously the master's palace. It was large, open and luxurious. The Djinni tastes were again obvious. Sarshan and his lackeys quickly turned to acknowledge thier guests. Something was different about Sarshan this time. He had been experimenting with the Blood Chaos, and it had changed him. A fight ensued, and the heroes took out the lackeys first. Sarshan proved to be quite durable and thoroughly infused with Blood Chaos. His normal abilities allowed him to teleport almost at-will and triple attack. His newfound offenses included an acid aura and a blast of Blood Chaos. He inflicted damage on several targets every round and left some dripping with acid. Many of the heroes quaffed acid resistance potions, but the attacks continued inflicting damage, only slightly diminished. The adventurers focused everything they had on their target. Many were bloodied and healing was running short. Then Rathos fell to the acid slime. He couldn't get it off quickly enough, and it transformed him into a puddle of Blood Chaos. The others doubled their resolved and beat Sarshan down.

The party was semi-triumphant. Rathos could be restored, but the ritual needed was in his book, which transformed with him. The Planar Portal Key was also on Rathos. Teregor would have to perform the ritual, after acquiring it in the City of Brass. But hey... Sarshan and his network were no longer a threat.

Session 31 Rewards

+3 Amulet of Bodily Sanctity
+3 Hide Armor (Eladrin)
Link Portal Key (Daily)
2500 gp

1400 xp each

Encounters:
2500 xp Egyptian statues (skill challenge)
4500 xp The master (Sarshan, 2 shadar-kai, 2 shadow panthers)

Session 30 Recap

The party arrived in the Elemental Chaos a few miles from the City of Brass. The city was easily identifiable in the distance. The heroes were standing on one of several islands floating in a sea of lava. The largest island had an aribic style tower. Guarding the outside of the tower was a Beholder with duergar, salamanders and an elemental. The party hopped from island to island until they reached the tower island. They dispatched the Beholder with little trouble, more worried about falling into the lava than fighting.

The first floor of the tower was a reception hall. A dias on the far side was decked out with rugs and a throne. Tapestries decorated the walls. Pillows and arabic smoking pipes (sishas) completed the decorations. Leena (shadar-kai witch) was seated on the throne, several gnoll lackies around her. The party offered her terms for surrender, but that didn't do any good. The heroes tried to hold their ground, hoping the gnolls would advance, but that didn't happen. Instead, Leena and two gnolls started dropping spells on the group. The other gnolls held the stairs, and the fight quickly became an exchange of ranged fire. The heroes focused down their ranged opponents & closed in for the finish, but the last two gnolls fled. Towards the back of the dias was a levitation shaft. It went up & down. The party followed the gnolls up.

The second floor was largely a sand pit. On the opposite side was another levitation shaft going up. The two gnolls were found dead in the sand pit. One of the adventurers threw something into the pit & the sand (or something under the sand) reacted. Toradin walked accross the pit & was attacked by two sand elementals. These strange creatures tried to engulf their opponents, with little luck. They claimed Teregor, but he survived his short time "in" the elemental. The monsters were dispersed, and the party pressed on.

Wednesday, September 2, 2009

Session 30 Rewards

Skull Mask (level 15)
Helm of Heroes
1000 gp

1980 xp each

Encounters:
4000 xp Sea of Fire (1 Beholder, 1 Duergar, 2 Salamanders, 1 Elemental)
3500 xp Reception Hall (1 Shadar-kai [Leena], 5 Gnolls)
2400 xp Sand Pit (2 Sand Elementals)

Session 29 Recap

The portal in the swamp was located on a pier, some 100 feet from shore. Near the portal was a large tank of Blood Chaos. A pumping system was in place to both recieve and send the volatile liquid from/to the portal.

The heroes were quickly greeted by a Shadar-kai witch mounted on a large green dragon. They were quite unfriendly. They flew around the pier blasting the visitors from short range, trying to knock individuals into the water, or spread the group out. The duo had ranged attacks for individuals & groups. The heroes were determined though and coordinated their attacks well. They focused down the rider first. Then brought down the dragon.

The witch was in posession of several portal related items, including coordinates for Sarshan's new base in the Elemental Chaos.

The adventurers quickly surmised that the dragon's nest must be in the abnormally large tree (150+ feet tall) near the pier. They scaled the tree and cleared the nest of several young green dragons. This provided some nice loot and a safe place to rest, which they did.

Lizard men visited the tree during the night, but the group ignored them and they eventually left. The heroes destroyed the Blood Chaos equipment and went home the next morning. They would need to prepare for a trip to the Elemental Chaos.

Wednesday, August 26, 2009

Session 29 Rewards

Deadly Curse Bracers (+ curse dmg)
Emerald Solitaire (+ Elven reroll)
Planar Portal Key (2 charges)
Ritual Book – Link Portal & various coordinates
+1 Silver Dagger
200 gp in residium
2000 gp

1400 xp each

Encounters:
4300 xp Pier (green dragon & shadar-kai witch)
2700 xp Dragon nest (3 green dragons)

Thursday, August 13, 2009

Session 28 Recap

Having locked virtually all the portals they could find in Elsir Vale, the adventurers took a well deserved rest. They spent two months in Overlook. Some income started trickling in from the diamond mines. This paid for furniture and a few employees to maintain the mansion. They were invited to several dinners and social events held by local nobles and wealthy merchants. The events were modest in light of the recent battle and strapped economy. The movers and shakers were obviously trying to publicly align themselves with the heroes.

The Lost Ones seemed to be cleaning house. Several leaders associated with General Zithiruun turned up dead. Then other people started dying too; Kalad the paladin, captain Aerun of the city guard and several adventurers. The council of elders at first asked the adventurers what they knew about these events. Later the council requested the group’s assistance. Megan Swiftblade, leader of the Freeriders adventuring group, has sent word to the council. Her group was investigating Zithiruun’s contacts in Overlook, which seemed to have led to multiple assassination attempts. She believes the recent murders are related to Zithiruun, even though he’s dead. She has asked for protection in exchange for information. The council has again turned to “The Heroes of Overlook.”

Megan Swiftblade fled home after the last failed assassination attempt. She hoped the troubles of Overlook wouldn’t reach that far. The heroes teleported to Brindol and made a short trip to Talar nearby. Two days passed with no contact. The adventurers waited in the Green Dragon Inn patiently.

That evening they were relaxing in the common room, when the whole building began to tremble. It reached earthquake level, and the patrons began to panic. Tables were overturned and people knocked down in the stampede to the door. The floor, ceiling and walls began to buckle and twist. Some of the heroes made their way to the door, pulling patrons out with them. Others stayed behind to coerce the scared, trampled and unconscious out. The floor collapsed dropping Toradin and others into the cellar. He managed to pull everyone out with assistance, and the building was cleared. Just in time too. The building caught fire, fell over & sank into… the cellar.

This wasn’t an isolated problem. The entire town was subject to the earthquake, and more. Lava was flowing down from the lone hill just east of town. Buildings were catching fire and people were panicked. Monsters were emerging from the lava to kill or burn anything in their path. The adventurers stepped up & handled them. Most of the monsters were slain. Two fled. The town was almost completely ruined. And this lava, was not of this world. It was made of elemental fire and acid.

Atop the hill was a stone mage tower. As the party watched, it sank into the hill, almost 40 feet of tower now submerged. (It didn’t burn down & fall over. It just sank.) The lava was flowing from a gapping hole in the side of the hill. They made their way around the lava to the tower. Two figures were spotted on the roof; an elderly man with a broken leg and a middle aged man hauling him out onto the roof.

The injured man was Falrinth the Seer, owner of said tower. The other was his “manservant,” Taylor. Gnolls had invaded his tower from the basement. They made off with his godchild, Megan Swiftblade, and injured him. Taylor helped him to the roof. “Please save Megan. She is the only family I have left.”

So, into the tower the adventurers went. It was not full of lava. Halfway down, they passed through the research room. Falrinth had been experimenting on Slaad, which broke free during the earthquake. That experiment was terminated. In the basement, they found an old tunnel. It had been bricked up for many years, but was now open again. The glow of lava was visible, so the party continued on.

A large cavern was found under the tower. A huge pool of the lava was still pouring out the side of the hill. Near the pool was a portal, and a gnoll shaman activating it. The gnolls & portal weren’t the interesting part though. Jimmy the bounty hunter was with them, and he had Megan tied up & gagged. Having fought gnolls before, the heroes were quick to pick their targets and eliminate them. Jimmy put up a fight at first, but eventually surrendered (again).

Jimmy was captured. Megan was freed. And a long discussion ensued about what was happening. It seems Sarshan wants loose ends tied up. Overlook had a lot of loose ends, including Megan Swiftblade. Jimmy worked for Sarshan, but his loyalty to that organization was… tenuous. He was more than happy to share info in exchange for his life. Peleus was even so generous as to let Jimmy keep most of his gear.

This portal leads to a swamp outside the vale. It is a staging point for several planned “lava” attacks. Any loose end that couldn’t be handled by normal means, would be visited by lava. But beware, the staging area is guarded by a green dragon and one of Sarshan’s Shadar-kai witches.

Session 28 Rewards

Bag of Holding
+1 Hide Armor (Jimmy)
+1 Longbow (Jimmy)
1500gp

2600xp each

Encounters:
2000xp Earthquake Inn (skill challenge)
3000xp Lava Beasts (4 Chaos Maulers, 2 Skulking Terrors, 2 Firelashers, 1 Scion of Chaos)
3500xp Escaped Experiments (3 Slaad: gray, red, blue)
4500xp Bounty Hunters (Jimmy, 10 Gnolls)

Rituals

Animate Wood Golem
Mkt $ = 360gp
Level 6 ritual. 6-HD construct. Components = 1000gp

Animate Crystal Golem
Mkt $ = 840gp
Level 9 ritual. 9-HD construct. Components = 1600gp

Animate Lesser Bone Golem
Mkt $ = 840gp
Level 9 ritual. 9-HD construct. Components = 1600gp

Animate Greater Bone Golem
Mkt $ = 2600gp
Level 12 ritual. 12-HD elite construct. Components = 5600gp

Animate Clay Golem
Mkt $ = 5000gp
Level 15 ritual. 15-HD elite construct. Components = 9600gp

Many of the golem rituals are rare & worth more. The listed price is cost to copy.

Create Teleportation Circle
Level 15 ritual. Manual of the Planes.

Dark One's Blessing
????? Turns a mortal into a vampire.

Saturday, August 8, 2009

Friday, August 7, 2009

Session 27 Recap

Galthius’ lair was far from vacant. Besides devils, the heroes encountered a number of constructs and undead (bone golems, a clay golem & mummies). Most of these were a nuisance and were easily dealt with.

Eventually the adventurers recovered the three key fragments and opened a door to the inner ring. Here, they found a number of captives locked in cages. The people were weak, but alive. Vampires had fed on them regularly. All were abducted from the city in the last 2-3 weeks. They begged for release, but warned the group about Galthius and his two concubines. The vampires were powerful, and utterly evil.

The stone statue in the center of the room came to life and addressed the intruders. It introduced itself as Galthius and invited them to come down & meet him. The statue bit was obviously an illusion controlled by the vampire from elsewhere. The “key” unlocked a spiral stairway leading deeper. As they descended, the party’s light sources dimmed. Silence and gloom pervaded this area. The stairway eventually opened into a large chamber with eerie candle light.

Three medium bone golems greeted the intruders almost immediately. The vampires sprang from hiding shortly thereafter. Their initial assault was viscous, bloodying half the party. The heroes weathered the attacks though and recovered quickly. Then they set about picking off the golems and concubines one at a time. Galthius and his minions threw every knock down, slow and dominate they could at the party, but couldn’t make anything stick for more than a round. The adventurers burned all of their healing and eventually triumphed, having outlasted the vampires.

The defeated vampires were located in their coffins and permanently dispatched. The party also located the mage’s ritual books, several magic items, tapestries, jewelry and some cash. They scoured the lair thoroughly and teleported back to Rhest.

Headmaster Qdoba placed the books in his library and further rewarded the heroes. “You’ve proven yourselves both capable and trustworthy. You are welcome here anytime. Perhaps you’ll find a need for the knowledge herein someday. Just don’t draw any attention to our academy. Your intentions may be peaceful, but others might not be as respectful of what we have here. ”

Tuesday, August 4, 2009

Session 27 Rewards

+3 Craghammer (Predatory)
Circlet of Mental Onslaught
+3 Symbol of Freedom
+3 Longbow (Dread)
+3 Glaive (Controlling) [upgrade requires return of rope & lamp]
Galthius’ Ritual Books [given to Headmaster Qdoba]
4000 gp in jewelry, tapestries, books & cash

3320 xp each

Encounters:
2400 xp Golem lab (2 Bone Golems)
2400 xp Supply room (1 Clay Golem)
2000 xp Bodies on the floor (5 Shadows, # minions)
2500 xp Ghouls (1 Master Ghoul, 10 Ghouls)
2500 xp Under wraps (1 Mummy Lord, 3 Mummies)
3800 xp Master’s Lair (3 Bone Golems, 3 Vampires)
1000 xp Quests: rescue captives, return ritual books

Tuesday, July 28, 2009

Session 26 Recap

Headmaster Qdoba tested the strangers on their first visit to the tower. Five wraiths were vanquished with ease by the heroes. The next day, the headmaster met the group. He shared some history of the city and the academy. He answered questions about the current inhabitants of the city. And he defined his purpose here.

His portals were already locked, and the party soon discovered that he had a vast knowledge of rituals. Ritualists compared notes and swapped some information. Eventually, once he was comfortable with the group, he requested their assistance.

Another of the academy’s senior staff, Gulthias, left many centuries ago. He took with him all of his ritual notes and research regarding golems and animation techniques. Qdoba has located Gulthias’ last known home. He would like the brave adventurers to visit the mage’s tower and recover the ritual books. The books would be returned to the academy library, where they would be guarded from misuse.

The headmaster provided some traveling gear and a portal to the coastal trade metropolis of Lundon, far to the south of Elsir Vale. The city was a grand mixture of many races and cultures from all over the world. Most had come here to trade their goods and find exotic merchandise to return home with. The sights and sounds of this great port captivated the adventurers for two days. They eventually struck out from town for the broken keep in the wilds.

Gulthias’ tower was an old broken down keep in the middle of nowhere. There were three stories, a gatehouse and a small courtyard. The mage’s symbol was discovered in several places, the focal points of some waning abjuration. There were virtually no signs of humanoid life here. The well in the basement (one of 3) showed signs of activity. So, down the party went.

Shadow bats attacked in the first cavern, a minor nuisance. The demons in the next two rooms though were proof that the tower wasn’t as vacant as it first appeared. Two succubi were put down (sorry Toradin) and a nasty chain devil as well. The chain devil was in possession of a yellow ring (round loop, not finger jewelry). It appears to fit together with two other rings to form Gilthias’ symbol. The symbol was also found on a few walls, with active divination magic on it.

The next cavern was filled with dozens of statues, some of which came to life. These “golems” shattered into thousands of crystal shards when destroyed. Gilthias’ symbol was on the breast of each golem, until it shattered.

Session 26 Rewards

Handy Haversack
Rope of Climbing
Floating Lantern
2 Potions of Regeneration
3 Potions of Clarity +2
1000g in jewelry off the devils
Boots of Eagerness

2200 xp each

Encounters:
2600 xp Bat cave (10 Shadowhunter Bats)
2700 xp Wine party (2 Succubi, 6 Legion Devil Grunts)
3000 xp Chains (1 Chain Devil)
2700 xp Cave of statues (6 Crystal Golems)

Session 25 Recap

Concerned that the githyanki would try to gain a foothold in the vale elsewhere, Amyria tasked the heroes with locking any portals they could find in the vale. They spent the next three weeks popping from town to town, temple to tower, visiting anyone with a known portal. Some of the owners were thankful for the portal lock; many agreed to it with some discussion; and a few flat out refused.

Once the civilized areas were taken care of, portals off the beaten path were visited. Ancient portals in vacant forests and abandoned ruins were known to historians, but rarely visited. One such portal was connected to the Happy Beggar.

The adventurers arrived in Rhest mid-day. The sun was bright and the landscape was expected. Ruined stone structures lay all about, overgrown with plants, and lots of water everywhere. The swamp was well on its way to reclaiming the city proper. The portal opened into an open air coliseum. There were many other portals here, but most were non-functional. What was functional were the two T-Rex’s. They had made a nest in the coliseum. The heroes had one near beaten, but were overmatched when the second one arrived. They fled the structure and found cover elsewhere.

The next two days were spent familiarizing themselves with the area and its inhabitants. Lizard men had a village down near the lake. Towers across town were home to kobolds mounted on giant bees. A Treant claimed guardianship of the entire area, and the dinosaurs. And there was the mage academy. This 500+ year old building was clean and in good repair, though the lower floors held nothing of value. This was the only remaining usable building from the capital of Rhest. And the headmaster was still in office.

Thursday, July 23, 2009

Session 25 Rewards

Ritual Candle (on loan from Amyria)
Bag of Residium (for Portal Lock rituals)

1000 xp each

Encounters:
2000 xp Escape T-Rex den alive
500 xp Quest – Discover the various factions in Rhest & their relationships
2500 xp Magic academy (5 wraiths)

Thursday, July 16, 2009

Session 24 Recap

The Mountainroot Temple was secure, and Overlook was preparing for battle. The city council had called in all militia, doubled guards & patrols and reinforced gates. Wall guards were equipped with flaming arrows and boiling oil. And they waited…

Meanwhile the adventurers were arcane locking every portal they could find in Overlook. They were determined that the enemy would NOT attack from within.

Finally, just before dawn on the third day since their return to the city, alarms were raised. The eastern gate was under attack. The heroes rushed across town to assist. They arrived to find Trolls coming through the battered & burned gate. The guards had put down several of the beasts, but were nearly wiped out. The party quickly stepped up & handled business. Having fought similar Trolls in Mountainroot, they knew exactly how to vanquish them quickly. The battle was short. Reinforcements arrived soon, followed by a messenger. Ogres were terrorizing the Stonehammer district.

On the way to Stonehammer, the group came across a Lamia and her fey mercenaries. These invaders put up a good fight. The fey dwarves smashed several heroes around, shoving them away & knocking them down. The Banshrae showered the group with darts. And the Lamia’s beattles swarmed over her enemies. These foes had descent tactics and kept the heroes disorganized for several rounds. The defenders outlasted them though, even the Lamia. The Lamia proved quite resilient and near deadly.

The Ogres were dead when the group finally reached Stonehammer. City guards had beat them down. Buildings around town were on fire though. And rumors of a dragon spread quickly.

Nearby, Councilwoman Mountainhome’s place was on fire too. The servants in the street were begging for assistance. “M’Lady is still in there!” The heroes rushed into the burning building & searched until they found her, but it was too late. She had been knocked unconscious and died of smoke inhalation. They pulled her from the building and left her in the servants’ care.

Just then a shadow fell across the group as a dragon flew over. The heroes gave chase for several blocks until they came upon a group of Goliaths. They were smashing storefronts, looting and pillaging. Obviously, these were invaders. Both sides demanded the other surrender. The defenders beat down most of the invaders, and the last few fled. “I’m not getting paid enough to die.”

General Zithiruun landed in the street about this time, mounted on an undead red dragon. There was a brief exchange as everyone identified themselves. Then the fight was on! The party focused fire on the dragon first. Radiant damage ripped through it’s flesh. But it was deadly too. It charged and slashed, breathed and knocked prone. It nearly took Teregor down in one combo of attacks. But alas… it died… again.

Zithiruun carved his way through the battle field, a whirling vortex of silver sabers. He was quite mobile and quick with his strikes. His defenses were equally admirable. He just couldn’t dish out the damage. Once the dragon was down, the party focused on the Githyanki. He fought on for a little longer, then attempted an escape. Too little, too late. He didn’t get away.

Overlook suffered Trolls, Ogres and fey for several hours. The clergy of Moradin defeated many invaders, including a flying demon. Durkik used the ancient tome from Mountainroot to great effect. Fires burned out and the wounded were tended to. The city had survived.

Bordrin’s Watch to the west, in the mountain pass, suffered brutal attacks too. Over a dozen trolls stormed the gatehouse from behind and nearly destroyed it. Thousands of Orcs beyond the wall attacked, but without control of the gatehouse, their attack was futile. Rumors indicate Kalad and Amyria were the only survivors in the gatehouse attack.

Monday, July 13, 2009

Session 24 Rewards

Loot:
+1 Platemail (Acid Resist 5)
+1 Large Greatsword
Parry Gauntlets
Shielding Girdle
2500g
Zithiruun’s armor & weapons (trophies)

City Rewards:
5000g
Titles: Lord/Lady – minor nobility
Lands: modest homes in Overlook, or 1 mansion
Blessing of Bahamut (Toradin)

2613 xp each (current total = 26,001; level 11)

Encounters:
2800 xp Gate (4 Trolls, 1 Red Dragonspawn)
3200 xp Beatles (1 Lamia, 1 Dartswarmer, 3 Fey Dwarves)
0 xp Firefighter (skill challenge)
4565 xp The General (1 Githyanki, 1 undead dragon, 6 Goliaths)
2500 xp Victory in Overlook (major quest)

For simplicity sake... everyone is at 4700g and the minor items no one would use have been sold.

Tuesday, July 7, 2009

Zithiruun's Plot Reveiled

The githyanki are known to be very militaristic and aggresive. They are constantly working to expand their influence & control over others (who become slaves on some level). Regardless of their current focus, the ability to rapidly move troops around the world & between planes is a huge military advantage.

Elsir Vale has an abundance of portals, natural and man-made, to this world & other planes. The entire vale is abnormally conducive to portals. You've encountered at least 4 natural crossover points. Any other region of the world might have 1. Additionally, man-made portals are faster, easier & cheaper to create here. This is the resource the Githyanki have been after.

Zithiruun has been the puppetmaster behind many of the troubles in Elsir Vale lately; many of the issues the party has come across. Amyria shares the following info...

General Zithiruun was a great hero — one of the most respected military leaders of a militant race. From the great city of Tu’narath, he led armies of the githyanki on raids across the Astral Sea, and into a dozen different regions and kingdoms of the mortal realm. From the deck of the astral galleon Siun’kara or the back of Rathoraiax, his great red dragon steed, Zithiruun proved an unstoppable force — a champion among a race of champions. Even Vlaakith, the fearsome githyanki lich queen, acknowledged his greatness, heaped great praise upon him.

It’s said that he was crippled and his mount slain in a battle against a mighty dragon or fiend. Rumors disagree on whether he still lives and what position he might hold (if any) among the weakness-intolerant githyanki.

Session 23 Recap

Having cleared the fey mercenaries, the temple was very quiet. There were several doors along the side & back of the main sanctuary. Toradin ventured in from Overlook, done with his family matters. Kava and Reed decided to go home, but couldn’t exit the temple. They stood guard in the entry hall, while the others pressed on.

One of the back doors led to living quarters and a smaller sanctuary. The earthquake had heavily damaged the room and the ceiling was unstable. Seregdur spotted some shinies near the altar at the other end of the room. He worked his way through the rubble as the others watched from the entry. Scattered around the altar were various ritual tools (goblets, ceremonial dagger, tray). He grabbed what he could and headed back. The venture was nearly done, when the ceiling decided to drop on Seregdur. He dodged, weaved and made it out alive, but not untouched.

The other hallway at the back of the main sanctuary led to additional living quarters, storage, a kitchen and the reliquary (library). The door was shut & locked. Peering through the keyhole, the adventurers were able to see several Goliaths standing guard over an Azer. No one understood their conversations, and others could be heard in the room. The lock was picked, but some of the adventurers decided the Azer wasn’t worth the trouble. Should they bother? At that point a couple Goliaths came up behind the group and sounded the alarm.

The fight started in the hall, but quickly moved into the library. The trolls were tough. Fire was less effective than expected. The redspawn firebelcher granted it’s allies some resistance (unknown to the heroes). And even when the trolls took fire or acid damage, it didn’t always negate their regeneration. So, they focused down the Goliaths first. Then the dragonspawn. Once it went down, the trolls weren’t so tough. They fought on for a while, but died in the end.

The Azer was chained and half-mad. Torture had driven him (near) insane. It took the party over an hour of soothing talk, religious compulsion and healing to bring some sense to the man. He eventually snapped out of it, though he was exhausted and confused. The “Caretaker” was normally the sole inhabitant of the temple. He had magical control of all the guards, wards and entrances. General Zithiruun wanted control of the various portals for troop movement. He could bring soldiers in from the Astral Sea, then out to Overlook, or elsewhere. In his madness, the Caretaker lost control of the portals. Zithiruun took control and left the temple (guarded) to progress his plans elsewhere. Now that the Caretaker is alert again, he has re-established control. The heroes may leave at their leisure. He will actively block entry to the temple for a time to thwart the Githyanki.

The group recuperated and assisted the Caretaker in reconsecrating the temple. Then they returned to Overlook. Ancestor Durkik was given the relic/book. Then they visited the city council to warn them of the pending Githyanki attack. General Zithiruun used Sarshan (Shadar-kai), Sinruth (Hobgoblin), Tusker (Orc) and others to further his plans. He has mercenaries (fey, trolls, goliaths, orcs, others) staged to assault Overlook from within & without. The council asked the group for input on how to best defend against these foes since they are familiar with many of the Githyanki’s troops. The rest of the day was spent discussing city defenses, portals and enemy weaknesses.

Session 23 Rewards

Gloves of the Healer
+2 Cloak of Distortion (Seregdur, upgrade)
+1 Cloak of Distortion (vendor?)
600g

1200 xp each

Encounters:
3900 xp Reliquary (3 Trolls, 5 Goliaths, 1 Red dragonspawn)
700 xp Quest – Control of Mountainroot Temple
700 xp Quest – Relic / book brought to Durkik
700 xp War Council (skill)

Wednesday, June 17, 2009

Session 22 Recap

Having spoken at length with Durkik and rested overnight, the heroes were poised for action. Durkik led them deep under the Stone Anvil to an ancient sepulcher. “The portal is through there. My vows prohibit me from going any further. May Moradin watch over you.”

The sepulcher was huge and well crafted. No doubt, many import dwarves were buried here hundreds of years ago. The statue at the far end was the centerpiece of this wondrous room. The 15 foot tall statue of Moradin was made of mithril filigree. The room showed signs of a recent fight. Several smaller guardian statues lay in ruins about the room.

The adventurers approached the mithril statue & spotted the portal in an alcove behind it. It would take some squeezing to get past the statue, but they didn’t get that far. The statue sprang to life and addressed them: “Those who would enter the Mountainroot Temple must first prove their understanding of Moradin’s ways.” The party talked it out, pieced together their knowledge of religion & history, worked it all into a poem and recited their answer with reverence and grace. The statue examined them for a few moments… “Very well then. Welcome to Mountainroot.” The statue twisted and moved, and an opening formed between his massive legs.

The other end of the portal was in the entry room of the temple. Several portals, magical and mundane, dotted the walls of this chamber, and a small stage was in the center. An earthquake had severely damaged one end of the room. Guarding this room were fey guards working for Zithiruun. The harpy, thugs and various fey creatures swarmed to the party and gave them a good beating the first round. The heroes shrugged it off though and slaughtered the attackers after offering terms. The quickling darted off through the rubble.

The cathedral was larger than some keeps the heroes have seen. There were two sections. The lower cathedral had rows of low stone benches. The upper had statues of Moradin, angels and an altar. They were immediately beset by more fey creatures, including Cyclopi this time. They were hard to hit, but went down with a nice thud. Another of the fey dwarves was spotted up top, but the adventurers retreated for a short rest. One they didn’t get.

The remaining fey were pressed into action by their hag leader. She blasted several of the heroes with her screams, multiple times. Meanwhile, her displacer beast pets maneuvered into flank on various people. Reed evaded them, but Paleus could not. The fight wouldn’t have been so bad, but the beasts were blurry and difficult to hit. The adventurers cleared everything else, then finished the displacer beasts.

Session 22 Rewards

+3 Quickcurse Rod
Gem of Colloquy (Giant)
750 gp

1500 xp each

Encounters:
500 xp Moradin statue (skill)
2300 xp Temple entry (1 harpy, 1 quickling, 2 fey dwarves, 6 thugs)
2800 xp Lower Cathedral (1 banshrae, 1 quickling, 2 fey dwarves, 4 cyclopi)
3400 xp Upper Cathedral (1 hag, 1 banshrae, 3 fey dwarves, 2 displacer beasts)

Tuesday, June 2, 2009

Durkik's Speech

“Zithiruun has subjugated a number of Overlook’s priests and military officers. Most of them were kidnapped and subject to a difficult psychic ritual cast by githyanki. The result is that these poor people’s minds were destroyed, and they have been 'possessed' by githyanki, who are even capable of manifesting some of their normal powers (albeit in weakened form).”

“The possessing githyanki cannot access the host’s memories. So I have not been possessed. Rather, I was held captive and tortured for information, while a hired doppelganger took my place in public.”

“All of the questions have centered around the Mountainroot Temple.” See separate post on this temple.

“As you’ve doubtless guessed,” he says to you, his voice still weak, “the Stone Anvil contains a portal to the Mountainroot Temple. I don’t know why this General Zithiruun wants the temple, but it’s clearly what he’s after.”

“It’s funny, he’s had me tortured for days to make me describe the Mountainroot’s mystical defenses, but the truth is, I don’t know much about them. I know about the temple only because, as High Priest, I was told of it by my predecessor. I can tell you that the defenses are psychically linked to the ‘Caretaker’, allowing him to control them, but beyond that, I know little. But even had I told them that much, I doubt they’d have believed me.”

“I don’t know why he wants the temple,” he repeats, “but I know it cannot be good for us. I know not who else in this city might have been compromised—who can be trusted. That leaves only you.

“The entrance from the Stone Anvil is carefully hidden within an old sepulcher. The chamber is hidden behind a secret door; I can escort you to it, but no farther. What I cannot do is tell you how to access the portal, for I don’t know, and I am oathbound never to enter the sepulcher. But my hope is that, once you find it, you can figure out how to use it.”

“I must ask you one thing more,” he adds swiftly. “When the Mountainroot Temple was abandoned, the priesthood took most of our ancient religious relics with them. Most, but not all. Somewhere within the temple lies a tome entitled, when translated into Common, The Incunabulum Primeval. It is a book of great power for those who know how to use it. If you can find it and return it to us, I can promise you a reward of (upgrade Seregdur’s cloak), as well as legal right to any other treasure you find in, and can carry out of, the Mountainroot.”

Mountainroot Temple

A subterranean structure built by the same order that would later go on to construct the Monastery of the Sundered Chain, the Mountainroot Temple stands deep beneath the Stonehome Mountains. Built when the dwarves were still celebrating their freedom from the giants, it was not a dwarven structure, but a temple built for anyone who wanted to pay tribute to Moradin, of any race. It held great reliquaries of holy icons, enormous cathedrals where hundreds could worship at once, and even a doorway to the Astral Plane whence angels and exarchs of Moradin would appear to discourse with the god’s most favored priests and champions.

To facilitate a grand community of Moradin worshipers, the Mountainroot Temple had, in addition to its astral doors and its main entryway into the mountains, four mystical doorways constructed. Each linked to another temple of Moradin elsewhere in the world, so the faithful could come and go with ease.

And for decades, even centuries, the temple thrived. Slowly, however, relations between Moradin’s faithful grew strained. Priests assigned to other, “lesser” temples grew envious of those at Mountainroot. Many of the dwarf faithful grew haughty, considering themselves Moradin’s “true” children, and sought to oust all others, or at least put them in lesser places, denying them access to the temple’s wonders.

Was it Moradin’s wrath? A curse brought upon them by the giants they’d so long ago escaped? Or simply a natural catastrophe without greater meaning? None can say. Whatever the case, some centuries ago, the mountain was struck by an earthquake. Portions of the inner tunnels collapsed, damaging several chambers of the Mountainroot Temple, destroying others entirely. Panicked, the priests and the faithful grabbed up their treasures and holy icons—at least most of them—and fled using the surviving magical portals.

Once they’d settled elsewhere, the bulk of Moradin’s priests decided that this way was better. By scattering from the temple, they would allow the dwarves to build their own shrines, without feeling constrained by the other races, and the jealousy that marred the priesthood would fade. Although they mourned the loss of the great cathedral, and those few treasures they’d been unable to save, they declared the quake to have been Moradin’s will and left the temple abandoned. In time, most faithful, even most priests save those most thoroughly learned in their history, forgot it had ever been.

Monday, June 1, 2009

Session 21 Recap

Grovald, Haelyn & Lavinya all indicated that priests of various denominations have been acting strange. Per Grovald, General Zitheruun operates in part through the church of Moradin. So, the party went to investigate, starting with the temple of Bahamut. Amyria was found there praying. She promised to speak with the clergy of Bahamut & root out any trouble. She also suggested that the Moradin temples might be a better place to look. Off to the Moradin temple in Nine Bells (the one undergoing reconstruction)…

The whole place was busy with construction workers. Megan Swiftblade of the Freeriders kept a close eye on the heroes when they entered. The temple had hired her adventuring company as security. She didn’t seem very eager to do anything though when some of the workers got riled up. Clan Flameforge made up a significant number of workers. And they didn’t like the Brindol group’s presence. Eventually, she worked her way over to calm the workers & throw the trouble makers out. The adventurers were stubborn though. It took a high priest of Moradin to finally break up the gathering in the foyer. Ancestor Karros walked the heroes out & chatted with them briefly.

The construction work was ordered by Ancestor Durkik, the highest ranking priest of Moradin in Overlook (and probably the entire vale). A great deal of time & money was put in play to refurbish the old temple in Nine Bells (run down part of town). Many of the clergy were on site to assist. Loans had been taken out for financing, and contributions were made by many prominent clans in town. But Karros, a high ranking priest himself, was unclear on the purpose of it all. While Karros would never speak against Durkik, he was… concerned with the high priest’s recent behavior.

The Stone Anvil was the party’s next stop. This massive temple was virtually a fortress, built of solid stone and towering over all other buildings in the upscale part of town. Inside, the place was… less than spotless. The floors hadn’t been swept in days. Candle wax coated various altars and racks. There were dozens of parishioners in the main sanctuary attending the daily service. There were scant few people elsewhere in the temple though. Brother Freyd was hustling along with an armful of candles and incense when the adventurers stopped him. He indicated he was quite busy, but Durkik was around here somewhere. “Walk around for a few minutes. You’re bound to come across him.” So, the party did.

They looked in a few alcoves and lesser sanctuaries, no one. The kitchen was empty. The mess hall was empty. The supply closets were disorganized. The clergy’s quarters were vacant. But Durkik did show up, with 6 city guards. “You are nosing around private areas of the temple. I’m going to have to ask you to leave. Captain, please escort these ladies and gentlemen to the front door.” But the adventurers would have none of that. They insisted that Durkik answer some questions before they would leave. “Captain, throw them out of my temple.” The captain was obviously uncomfortable with the situation, but asked the party to leave. Durkik headed for the front door, and urged the captain to send for reinforcements. The group continued asking questions, refusing to leave, and Durkik continued towards the front door refusing to answer them.

By the time Durkik reached the front door, another 20 city guards had arrived. People looked nervous, but intent to do their duty. Once the trespassers were outside, Durkik disappeared back into the temple. The captain was much nicer about things and answered questions as best he could. He had seen and spoken to Durkik on several occasions, but did not know the man. While Durkik’s behavior was a bit unfriendly today, he was the senior priest of the temple & completely within his rights to throw anyone out. The captain had removed thieves and beggars before, but never anyone as prestigious as the heroes.

Preferring the city officials on their side, the party paid a visit to the council of elders. They were very supportive of the adventurers’ efforts to protect the city from threats, both external & internal. They were however bound to handle problems in a moral & legal manner. “We can do little without proof of treason or wrong doing. Captain Aerun, please investigate Ancestor Durkik, discretely.” This public statement wasn’t true to all of their hearts though. Council woman Mountainhome met privately with the group afterwards. She agreed that more drastic measures were needed, but wouldn’t commit to anything. “If our enemies have infiltrated various clergy, they have most certainly also infiltrated the city guard and other groups. I trust few.”

The council woman agreed to assist with questioning Durkik, no torture or killings. Ancestor Karros also assisted. Durkik was called to the old temple for his review & consultation. The adventurers abducted him in route. They soon discovered that dopplegangers had replaced Durkik. Quai’thalas (an Oni / Ogre Mage) had hired a lot of thugs and assassins around town. Quai’thalas works for General Zitheruun. The real Durkik is being interrogated at the Oni’s hideout, in a local warehouse. General Zitheruun has been present for most of the questioning.

The dopplegangers were turned over to the council woman. The situation was explained, and the heroes set off for the warehouse.

Quai’thalas fought to the death with his men. The thugs and assassins were easy. The Oni not so much. A second Oni (smaller) and two strange dwarves filled out his ranks. The party eventually bested them all. Durkik was located in a cell under the warehouse. Traps were disabled, and the dwarf was freed. Teregor healed him up and a long conversation ensued…

Session 21 Rewards

Cord of Divine Favor (reward from Durkik)
100g Ambush
500g Warehouse

1100 xp each

Encounters:
1900 xp Ambush (1 Oni, 2 Dopplegangers, 5 Thugs; partial for Oni)
600 xp Interogation (skill challenge)
3500 xp Warehouse (2 Oni, 2 Dw Guards, 2 Dopplegangers, 4 Thugs)
600 xp Rescue Durkik (skill / quest)

Friday, May 22, 2009

Interrogating Grovald

Grovald grudgingly admits that he killed Haelyn and buried her behind the fountain. He claims he was ordered to do so by individuals who didn’t like her poking her nose in where it wasn’t wanted. If pressed, he confesses that he’s ultimately working for someone named General Zithiruun. Grovald doesn’t know what he’s a general of, and he doesn’t know what species, for the general wears a hooded cloak, but he does wear a strange armor of iron joints and leather harnesses. At the moment, though, Grovald takes his orders from priests of Moradin (?) in Nine Bells.

If pressed on the issue, Grovald confesses that he is the priest of “the master of darkness.” (A DC 10 Religion check reveals this to be an occasional title for Zehir.) Grovald claims that his involvement here is purely mercenary.

Lavinya's Plea

“My name is Lavinya,” she tells you. “I’m the last priestess here (Temple of Erathis in Nine Bells); the others all departed years ago, when the Nine Bells went all to seed, and the temples with it. I keep it open and functioning as best I can on my own, but ... ”

“Do you know Haelyn?” she asks.

“Haelyn is a wonderful old woman. She’s the caretaker of the shrine to Erathis, over in Tradetown.”

“I’m sure you know,” she continues, “that most worship of Erathis in Overlook takes place there, rather than here. I must admit, I haven’t always been a friend to Haelyn. I was ... bitter, very bitter, at what happened to my temple. But after a time, we got to know each other, and we’ve become great friends.

“And that’s why I need you!” Lavinya looks up, her eyes suddenly narrowed. “Something is wrong! Something’s happened to Haelyn, I know it, and maybe not just to her!”

“A few days ago, Haelyn just disappeared. I went by the shrine to speak with her and she was gone. There’s a man named Grovald maintaining the shrine now. I don’t know him; I’ve never met him before, and nobody I talk to knows him either. He told me that Haelyn left on a spiritual retreat and would be back in a few months. “But I know better! Haelyn needed no ‘spiritual retreat.’ Her faith was strong, and it was centered on that shrine! And even if she had, she wouldn’t have up and left—not without telling me.”

“I must confess, I went back at night and snooped around a bit, not just in the shrine, but peering through the windows of the groundskeeper’s cottage. I’ve offered penance to Erathis for my trespass, but I had to know what happened! I didn’t . . . I found no trace of Haelyn, but I did catch a glimpse of a letter through the cracks in the shutters. I couldn’t read much of it, and I dared not stay long, but I’m certain it was addressed to ‘G’—that must be Grovald, right?—and it began with ‘I am commanded to ask if you’ve had any further problems with the worshipers of . . .’ That’s all I saw, but it sounds sinister enough!

“And that,” she says morosely, “is where things got even worse. I went to the authorities, but they told me there was nothing to look into, that Haelyn—or any citizen—can travel as they please. I spoke to some of the other priests—Aelys of Bahamut, Durkik of Moradin at the Stone Anvil, Kyrrist of Avandra, even Matron Volorvyn of the Raven Queen. Some of these have long been my friends, and even those who were not have at least been respected colleagues. And all of them brushed me off! They were distant, uncaring, even cold, as though my worries were of no moment! Volorvyn appeared barely to recognize me, and while we’ve never been close, we’ve known one another on and off for years.”

“And that’s when I thought of you, Overlook’s new heroes. I’m terrified that something has happened to my friend and that something is wrong with my fellow priests. I should, we all should, be showering you with gifts and thanks, not heaping even more cares onto your shoulders—but I’ve little influence left in this city, and I have nobody else to whom I can turn.”

Wednesday, May 20, 2009

Session 20 Recap

The final room of the fortress was obviously built for one purpose, ritual work. And Fangren, the gnoll leader, was busy at ritual work when the adventurers arrived. Elemental Chaos energy was streaming in from the pillars to form a blob above the central dias, where the gnolls were adding ingredients to the cauldron. A dozen twisted, mutant people encircled the ritual area, chanting in disharmony. Two elemental beasts lay at the foot of the dias.

The ritualists switched gears quickly though and shifted their attention to the intruders. A few of the heroes cleared a path into the room. The gnolls were quick too though & rained their destructive forces on their remaining foes bunched up in the doorway. But these heroes weren’t going to let a little AoE damage, ongoing damage & dazing deter them. They pulled themselves out of the doorway and shared the pain.

Kava and Peleus did their duty and pinned down the tougher opponents. Some of the ritualists went down quickly. Many of them got off some descent attacks first though. The gnolls in particular ignored physical armor. They attacked the heroes with elemental energies, and the beasts had a hideous psychic laugh. Both sides took a beating, but the heroes outlasted them. In a last ditch effort, one of the beasts let loose a massive psychic blast in the middle of everyone, which did more harm than good for their side. Fangren fell to the ground clawing at his own head before dying.

Rathos had little trouble with the ritual work that followed. The existing portal was closed, and a new one to the Astral Sea opened. Amyria was released from the sword in a flash of light. The elven woman had unearthly beauty. She wore mithril chainmail. In her left hand was a large, leather bound tome. In her right hand, an exquisite silver longsword with a star ruby pommel and golden runes.

The heroes brought her up to speed on recent events, and everyone departed for the Marsh Forest. The elves there welcomed Amyria and her escorts with refreshments and many questions. (Non-elves are rarely allowed in this forest.) She indulged them briefly, then departed through the megalith portal to Overlook (activating the portal herself). She took her leave of the heroes at this point. “I must pray and meditate on things for a time. I am still unclear on what’s happening.”

The party milled about Overlook for a few weeks. Things were not settling down here. The Orcs to the west were no longer a threat. Yet, the city was seemingly preparing for war. Gates and walls were being bolstered. The militia had expanded, and they were training daily. Clan troops and merchant guards were growing. It seems political unrest has driven this more than any external threat. Various power groups are using the “threat of war” as an excuse to flex their muscles and establish a stronger presence. Most of the workers seem unconcerned about their tasks, but “authorities” have commanded these things be done.

Many of these new troops aren’t soldiers or guards at all. The Lost Ones are making a killing hiring out muscle. Mercenaries and adventuring companies are likewise in high demand. Rathos has recruited a few guards to station at the Happy Beggar and the Temple of Erathis. Reed has invested some money in the hostel. Finding suitable guards has been difficult though considering the available applicants. So far, he has 20 people that appear to be dependable & trustworthy, though not cheap.

The religious community has been busy as well. Ancestor Durkik, high priest of the Stone Anvil, has ordered the old temple of Moradin in Nine Bells restored. Nine Bells is a very old & poor district with numerous churches in disrepair. The caretaker of the Temple of Erathis in Nine Bells, Lavinya, has asked the heroes to investigate the disappearance of a colleague. Haelyn is an elderly priestess who runs the shrine of Erathis (nicer part of town, more membership). She disappeared a couple days ago, and someone calling himself Grovald has claimed stewardship of the shrine. Several clergy of other temples have been behaving strangely too.

After beating Grovald into submission & killing most of his thugs, the party questioned him in private. Grovald was hired to stop Haelyn’s nosing around. A general “Zithiruun” paid Grovald to kill Haelyn and find out who she’s been talking to. He met the general once… of elven build with a leather battle harness and an occasional stammer… other characteristics were hidden by a hooded cloak. Grovald goes to confession at the Temple of Moradin in Nine Bells. Sometimes the priest hearing his sins gives him orders, payment and notes from the general.

The adventurer’s locate Haelyn’s body buried near the shrine. They exhume her body & have her resurrected with Lavinya’s help. Haelyn confirms that various clergy around town are behaving strangely. Haelyn & Lavinya are very grateful for the heroes’ help.

Session 20 Rewards

Circlet of Mental Onslaught
2 Flame Roses
2 Fundamental Ice
2 Potions of Clarity +1
6 Platinum Rings
Various Portal Rituals
Belt of Vim
600 gp Fangren
300 gp Grovald
-500 gp Resurrect Haelyn

1700 xp each

Encounters:
3500 xp Fangren (3 gnolls, 12 mutants, 2 elemental beasts)
1200 xp Closing the portal (skill)
2000 xp Ritual to release Amyria (quest)
400 xp Ending the abductions (quest)
2500 xp Shrine of Erathis (Grovald, 2 dopplegangers, 12 thugs)
600 xp Haelyn found & resurrected (quest)

Tuesday, May 12, 2009

Shadar-kai Weapons

Their shadar-kai weapons give the gnolls an advantage in their raids, but these blades require the special training Kyrion provides. The shadar-kai short sword is statistically identical to the katar (PH 218), while the shadar-kai greatsword is statistically identical to the fullblade (Adventurer’s Vault 9). Though the weapons have a jagged and shadowy appearance, this provides no additional mechanical benefit.

The weapons are made of shadowsteel.

Shadar-kai Letter

The following letter was found on the shadar-kai weaponmaster in Greystone Fortress:

Kyrion,

Let me make my orders clear: you are there only to train the gnolls, not to fight for them. Watch yourself; they are a bloodthirsty and violent lot, and they may turn on you. You may need to remind them from time to time that I pay them well for their services, and that I can withdraw my support for their butchery at any time. Be careful of their leader, for he is far more cunning than others would give him credit for. I would not have even considered trying to trick them into service with that “Emissary” deception that riled up that fool Sinruth. These gnolls have the power of their foul god on their side. They are not to be trifled with.

— Sarshan

Session 19 Recap

“Warning! Keep out! Haunted!”

What a great place to hide and get rested up! The gnolls aren’t likely to go in that room. So, the adventurers went in. The meditation room was guarded by “spirits,” but they weren’t undead. They were elemental. Once slain, they melted away. And the heroes rested.

Guards the adventurers had removed hours earlier were probably replaced by now. The prison and waterfall rooms had nothing but dead bodies. Seregdur rigged a noise maker on the portal room door, and the group pressed on.

The last hallway led to a solid looking door, barred from the inside. Luckily the gnolls within were training rather noisily. Reed tried repeatedly to remove the bar, through cracks in the door. Eventually the gnolls were alerted, but Reed did manage to remove the bar about the same time.

The intruders walked into a dozen armored gnolls, weapons in hand. Oddly, a shadar-kai was here training with them. This shed some light on the gnolls’ skill with the odd weaponry, but the heroes had no time to ponder that. Instead, they cut through the recruits and engaged the gnoll warmaster & shadar-kai weaponmaster. Both were skilled combatants, but had a run of bad luck. They couldn’t seem to penetrate Kava’s defenses. So, the heroes rid the world of more evil doers.

As the group evaluated their earnings, Jimmy the bounty hunter was spotted in the doorway, casually leaning against the wall as if he had been there a while. He addressed the party with some familiarity and chatted for a moment. Jimmy had warned them back in Overlook of the bounty on their heads. “I’ll be collectin’ that bounty now. Which one of you turds is first?”

Jimmy and his pets put up a good fight, but his skills were ranged. Like so many before him, the heroes got in Jimmy’s face and shut down his offense. He slashed and shot and held strong for longer than most. In the end, he was out numbered and surrounded though, and had no choice but to surrender.

In exchange for his life, he shared some useful info. He had been here in his youth and knew the layout of the place and several secret tunnels. He described the living quarters below and the ritual room ahead. “The gnoll chief is probably in there.” He also informed the group that Sarshan (shadar-kai arms dealer) had put the bounty on their heads.

The group confirmed Sarshan’s involvement here via a note (next post) on the shadar-kai weaponmaster (dead on the floor). It seems this man has been heavily involved in the recent troubles in Elsir Vale. And he survived the volcano/earthquake in the Shadowfell. The sword Seregdur is carrying is important, as is this fortress.

Session 19 Rewards

+1 Morningstar (Wicked Fang)
Figurine – Ironwood Hound
Helm of the Eagle
1 Potion of Healing
1 Potion of Regeneration
1400 gp

1325 xp each

Encounters:
2250 xp Meditation Room (3 Psionic Echoes, 3 Mindscramblers)
2700 xp Training Room (12 gnolls, 1 shadar-kai)
3000 xp Bounty Hunter (1 Jimmy the elf, 2 owls, 2 hounds)

Session 18 Recap

The Githzerai “fortress” wasn’t very defensible. The heroes strode right in the front door. The entry hall was lined with windows/portals to other rooms. Most of them led to a guard room. The gnolls there quickly mobilized and positioned themselves, while the intruders tried to figure out how the portals worked. Both sides were split up between the rooms. The gnolls tried to gang up on 1 or 2 enemies, but still couldn’t bring down anyone. The adventurers eventually coordinated their efforts and removed the guards.

The portal system led to a four way intersection. Various sounds could be discerned from each direction. The group chose to follow the voices first. This led to the prison. The gnolls on duty here were trained to restrain and whip prisoners. Their tactics were less effective on hearty adventurers, though the manacles were annoying.

Two prisoners were found in the cells; a human deputy from Red Rock and an elf ranger from the Marth Forest. Both had been here less than a week, but were routinely beaten. The gnolls have been capturing skilled citizens in the region for several weeks, but neither of these men knew what had happened to the others. They confiscated gear from their fallen captors and headed home.

The group investigated the waterfall room next. Three gnolls (two mounted) were training in the water to build strength & stamina. The mounts were large hyenas, and they laid into Kava with their riders sporting light lances. These weren’t the real threat though. The third gnoll was a summoner. He called in swarms of crows and rats that viciously gnawed on several of the heroes, and he did so at least three times, flooding the room with vermin. But alas, his defenders weren’t as skilled, and once the heroes got to him, he went down quickly.

A door in the back corner was wedged shut with a note in Abyssal (the gnoll’s language): “Warning! Keep out! Haunted!”

Tuesday, May 5, 2009

Session 18 Rewards

+2 Tratnyr (Vengeful)
Gloves of Storing
Salve of Power
2 Potions of Clarity +2
2 Desert Roses
600 gold

1150 xp each

Encounters:
2300 xp Portal Room (7 gnolls)
2300 xp Prison (7 gnolls)
2300 xp Waterfall (3 gnolls, 2 hyenas)

Thursday, April 30, 2009

Session 17 Recap (part 2)

Brindol seemed somewhat less lively since the heroes had last seen it. There were fewer people on the streets. Rumors told of abductions in the night among the outlying villages. People of Brindol were packing up & moving. With goblinoid attacks, talk of orc armies, midnight abductions and rumors of werewolves, the people were uncomfortable. Surely life elsewhere would be safer than the vale.

Councilman Troyas was happy to see the adventurers. News of their feats in the west had spread all the way to Brindol. He chatted briefly with them concerning recent events and suggested that Reed might stay on with them in Toradin’s absence. He never mentioned the silver haired woman, and expressed genuine ignorance when asked. The museum curator though… It was time they paid him a visit.

Sertanian was busy cleaning the museum pieces when the group arrived. He tried to smooth is apron & hair when he saw his saviors, but he still looked old & dirty. The group was led to a back room, where he had moved one of the Silver Sentinal replica pieces, a platinum longsword with a red crystal in the pommel.

The voice from the dream spoke to them. The woman was trapped in the sword and needs their help to be released. A specific ritual was required, in a specific place. She could provide the ritual and directions, but the Githzerai monastery is now inhabited by Gnolls. Evil is at work in the vale and it has woken her from a long slumber.

The journey was somewhat uneventful. It took the adventurers to Red Rock and into the Giantshield Mountains. Her directions were sketchy at times, and her communications became increasingly shorter and weaker. The party found its way though, and found a number of hazards along the way. The Gnolls had a good hideout and did not want company.

Several days out of Brindol, the heroes finally came to the fortress. A huge stone stairway led up the side of a mountain to double doors. Githzerai carvings and statues gave no doubt this was their destination. Gnolls guarded the stairs with a ghost. The ghost “possessed” the statues to attack. All were vanquished, though the gnolls hit notably harder than most foes. The gnoll weaponry was noteworthy. Two of the guards were sporting weapons made of Shadowfell steel, and Shadar-kai style. The weaponry is strange and difficult to use, even for Kava.

Session 17 Recap (part 1)

Having cleared the dwarven fortress of intruders, the heroes exited the desert. The birdman and Rosalima (the billy goat) accompanied them to Dunesend. The villagers were relieved to know the Queen’s threat was finally gone. They were much friendlier this time. The local priestess favored the strangers with some equipment upgrades.

En route to Overlook, the party came across a camp of Ironfell men-at-arms. The clan had discovered spies in their midst and sent these men to protect their interests. They escorted the adventurers back to Overlook without incidence. Along the way, the travelers overheard several rumors concerning political power struggles between some of the merchant houses and the city council. Clan Flameforge was mentioned a few times as well, usually followed by a grunt or spitting.

Bram Ironfell listened intently to everything the group had to say concerning the Karak Lode. He asked for the map, signet ring & broken sword. He paid the 3000 gold balance and promised to keep in touch regarding future profits. It will take some time to get the place operational again though.

The group relaxed a bit and made plans for the future. They explored options regarding the hidden portals beneath Overlook. A significant sum of gold was spent on rituals to exploit this potential resource. Peleus met with some of his Erathis contacts.

Then Seregdur had a strange dream (yes, the elf dreamed). A silver haired elven woman was pleading with him for help. The dream was very vivid. Even after waking, he could hear her voice. Two days later Rathos had the same dream, plus a Halfling by her side. She asked for his help with a strained voice. The next day, a messenger arrived from Brindol; the Halfling from the dream. He introduced himself as Reed. Councilman Troyas requested their company in Brindol to discuss some urgent matter. Peleus dreamed of the woman next, with Troyas this time. She mouthed silent words. Finally, Kava had the dream. It was brief. The museum curator from Brindol stood beside her this time.

Reed also brought news of Toradin’s father. He was seriously ill, potentially life threatening. Toradin stayed in Overlook to use the portal with the others (faster transportation), but lost interest in the group’s activities. He took to heavy (heavier) drinking. One night he went to the bathroom half drunk and never returned. Lost ones had taken him.

The group soon learned that a bounty was on their heads, 500 gold each. They tracked Toradin’s kidnappers to an abandoned temple of Pelor just outside town. The thugs inside were feisty, but the heroes calmed them, permanently. Toradin was rescued & one thug was spared, to warn others against such foolery.

The group then used their portal to reach the Haunted Woods south of Brindol. Everyone was home in no time.

Session 17 Rewards

Magic Items
+2 Brooch of Healing (Peleus upgrade)
+2 Cloak of Distortion (Rathos upgrade)
4 Alchemist Fire Arrows (Level 7)

Cash
3000 gp – Clan Ironfell
400 gp – Kidnappers
400 gp – Gnolls
-800 gp – Analyze Portal Ritual
-680 gp – Link Portal Ritual
-150 gp – Arcane Lock Ritual
-800 gp – various ritual castings

1375 xp each

Encounters
1500 xp Secure Karak Lode Mines (Quest)
1500 xp Liberate Dunesend (Quest)
600 xp Locate kidnappers (skill)
2500 xp Kidnappers (4 dwarves, 3 dopplegangers, 2 dogs)
600 xp Navigate to Fortress (skill)
1550 xp Front steps (4 gnolls, 1 ghost)

Saturday, April 25, 2009

The Kark Load Mines - aftermath

The dwarves mined too deep and came across a natural rift to the Elemental Chaos. The energy burst forth from the chasm to flood the mines with it's chaotic influence. In the end, the dwarves went mad and killed each other.

The frost zombie was Parlin Ironfell. His missing greatsword, Lightbringer, is among the Naga's treasure. It is broken in half, the magic gone from it. It is easily identifiable though, and no doubt clan Ironfell will want it back. His signet ring is also there, on the Naga's tail. The ring has minor magical properties tied to the fortress and mines. The wearer can scry other rooms, open doors and portculli. It's abilities are of no value outside the fortress.

The recent inhabitants have mined all the diamonds from the upper tunnels. You have no clue where those went. The lower tunnels are subject to the chaos energy. If the rift is closed, the effect should dwindle in time. Until then, the lower mines are too dangerous to be worked. Perhaps clan Ironfell can move back in & setup shop. Magic might be employed to clean up the radiation. There is nothing more to do or learn here.

If the group returns to the village, the birdman accompanies them. Returning Jenny's pet billygoat, Rosalima, is proof enough to the villagers that the threat is gone. Fawma, priestess of Melora, offers her enchanting services as reward. Disenchanting some of the party's unused gear might provide enough residium to upgrade 1-2 items. Teregor uses his insight to determine that Fawma is not skilled enough to do these things. The birdman has taken up residence with her though. Perhaps there's more to him.

Assuming the party will be returning to Overlook, clan Ironfell will reward them 3000gold for the map, signet ring & greatsword. That leaves the PC's with a lot of cash. How will you spend it?

Session 16 Recap

Having spent a long day treking through the desert and clearing the fortress of unwanted guests, the adventurers turned in for some well deserved rest. The place appeared to be clear of trouble & secure (other than the second floor demon), but they set watches anyway. And it was a good thing they did.

Teregor heard noises in the middle of the night (day?). He grabbed Peleus, and they went to check the front gate. It was still all locked up. On their way back, five Troglodytes emerged from the barracks. Things could have been nasty for the two of them, but they reacted quickly & ran for the throne room where the others were still fast asleep. With the full party engaged, the Troglodytes were neutralized. One surrendered and was tied up for questioning in the morning.

The second floor demon turned out to be an Immolith. He had 6 skeletons in his service. Teregor charged in & scattered the undead with his turning. This left him in a bad spot. Luckily his bracers provided some resistance to fire, and several of the enemy were attacking with fire. The heroes mopped up & moved on.

The captive Troglodyte led the heroes to an empty cell in the dungeon. "We came in through here." Everyone looked around, but found nothing. The secret door was so masterfully built, the Troglodyte had to point it out to them.

A lift descended into the earth to mines. There was good mining equipment stashed here, recently used. There were bedrolls for over a dozen of the stinky lizardmen. And tunnels... The numerous tunnels twisted & turned, sloped up & down, and most were dead ends. The recent mining had stripped many of the upper tunnels of their minerals. Tracks led down several main corridors though, and the adventurers followed those.

Many of the 900 year old dwarven skeletons here lay where they fell, minus their heads. Judging from their positions, they had killed each other. What drove the clansmen to kill their own blood? That soon became apparent. Some of the rock formations throughout the lower mines had a strange red glow. They had been irradiated by energy from the Elemental Chaos. This energy, while much weaker now, must have driven the dwarves mad.

It had also affected the current residents. A dwarven zombie, a Barlgura demon, spiders and crawlers jumped the group at a major intersection. The energy had made all of them chaotic evil, and it boosted their combat abilities. The heroes found that it gave them strange sensations and confused them in combat. The group cleared the attackers & learned to avoid the glowing veins of mineral.

The frost zombie still had identifiable clothing and gear, the cold having preserved it. He appears to have been important. His weapons and 2 fingers were missing.

Pressing on, the heroes came to the lowest mines. The glowing mineral was more abundant here, leading one to believe the source was close. Rounding a corner the group came to a chasm. The same glow rose from it & magma flowed through it. But there was no time to analyze things. The true Queen of the desert wasn't very inviting. She immediately attacked with her bodyguards.

The Naga sat on a mound of dwarven skulls and rained attack on the intruders from a distance. Her Mezzodemons guarded the far side of the chasm. None of this frightened the stalwart champions though. They raced forward, leaping the chasm to attack. They gained little ground on the far side at first, and Peleus was shoved into the chasm. He fell 20 feet into pure Elemental Chaos magma. Fey step may well have saved his life.

As the fight drug on, a fourth enemy revealed itself. A large fire elemental emerged from the chasm to attack the ranged heroes in the back. It charged in blasting the three of them with fire. The forward group was left on their own as healing resources dwindled. The three meleers focused their efforts though, and enemies started dropping. The Naga was tough, but less effective in melee. She fought on for a while, but could do little. The heroes had her locked down. The two groups defeated their opponents, then stopped to catch their breath, bloodied and worn down.

Before lo

Wednesday, April 22, 2009

Session 16 Rewards

+2 Hide Armor (Inner Warmth)
Strikeback Gloves
+3 Braidmail (Irrefutable)
Rushing Cleats
Dwarven Throwers
800g in raw diamonds
200g cash

1225 xp each

Encounters:
1900 xp Upstairs (Immolith demon & 6 skeletons)
1450 xp Sounds in the night (5 Troglodytes)
1500 xp Mines (Barlgura demon, zombie, spider swarm, 2 carrion crawlers)
2500 xp Queen (Naga, fire elemental, 2 Mezzodemons)

Saturday, April 18, 2009

Session 15 Recap

So... The front door is a bad idea. The heroes follow the cliff a short distance and climb it. From the top of the cliff they find a door into the guard tower and a sinkhole, which they avoid. They bash down the door & scout the tower & gatehouse. The gate guards attack. The Troglodytes are smelly & annoying, but no real threat from within the gatehouse. One of them is bound & questioned about the fortress & other inhabitants. He gives a general overview.

The group finds harpy nests in the central courtyard. Setting the nests on fire draws out the harpies, who fight briefly and die or flee. Which puts some of the PC's by the sand pile. The ceiling has collapsed & sand has trickled in. The two carrion crawlers therein attack.

The throne room is next. Oddly, it has trees in it, but no sunlight. Queen Shephatiah and her minions attack. The cacklefiend hyenas are respectable, but everything else dies quickly. Shephatiah is captured & questioned. The eladrin woman reverts to her dryad form. She fills in blanks concerning the layout and indicates that up to two dozen more guards reside in the barracks area. Off to the barracks...

Presenting the "Queen" bound and near death, the adventurers try to persuade the remaining guards to leave peacefully. Most comply. They head for the food stores & load up for their desert trek. The gnolls however want revenge for the Warden's death and attack. Stupid gnolls. The queen calls for help briefly, but that's discouraged quickly as the queen falls to the ground dead, an arrow protruding from her wooden chest, her hands still bound.

The group sees the remaining guards out the door & locks up. They explore all of the ground floor and the dungeon. There's one prisoner locked up below, an old man with sparrow companions. He seems to be mute & harmless. He's released and given food & water.

The second floor of the fortress remains unexplored. There's supposedly a demon up there. No sign of diamond mines yet.

Friday, April 17, 2009

Session 15 Rewards

Goggles of Aura Sight
Bracers of the Perfect Shot
Bracers of Mental Might
Boots of Striding
1 Potion of Regeneration
1 Kruthik Potion
800g

1100 xp each

Encounters:
1450 xp Gatehouse (5 Troglodytes)
1350 xp Courtyard (3 Harpies, 2 Carrion Crawlers)
1600 xp Throne room (Dryad, 2 Hyenas, Shifter, 5 Humans)
1300 xp Gnolls (6 Gnolls)
900 xp Barracks (6 Shifters, 6 Troglodytes, 6 Humans)

Note: Partial XP for the non-combat removal of 18 guards.

Thursday, April 9, 2009

Session 14 Recap

The middle leg of the heroes’ journey took them through the Thorn Wastes, a somewhat dry land of overgrown bushes and vines. The ground vegetation has choked out most trees and stands 6+ feet tall in many places. There were a number of animal trails, but the majority were too narrow for a wagon. So, the party had to zig-zag through, hacking at the vegetation regularly to progress south.

As they approached the desert, movement was spotted in the bushes, but the satyr disappeared and fled before the party could react. Near the village, a scream was heard, which ended abruptly. The adventurers cleared the tangle of plants to see a small farming community on the edge of the desert. Most of the villagers were gathered near the fire pit.

A large Gnoll (with a Behir mount and various lackies) was addressing the villagers. One man lay dead at the Gnoll’s feet, his head crushed by a huge bloody flail. The “Warden” was here to collect tribute (food & water) from the village, but was disappointed in their contribution. He killed the man as a warning to the rest. When the strangers (PC’s) proved uncooperative and not so humble, the Warden ordered them dead too.

The villagers quickly ran for cover as the battle ensued. Satyrs struck from behind while the Gnolls and Behir engaged the outsiders from the front. The fighting went on for several minutes with both sides taking a beating. The Behir even tried to eat Toradin. The heroes had healing on their side though & outlasted the tyrant and his fools.

The villagers were not pleased. “The Queen will send more agents. Where will you be when they come with their vengeance?” Most of them wandered off and refused to speak with the outsiders. The dead man’s wife and children mourned their loss. There were a few courageous souls though. The village elder explained the situation and offered the adventurers shelter for the night. The Halfling baker (with the outrageous accent) offered them food. And little Jenny asked the great warriors to rescue her pet billy goat, Rosalima.

This village was obviously built on the ruins of a dwarven settlement (the Karak supply depot?). A lone tower is the only remaining structure. Many of the current “buildings” sit on ancient foundations.

The trek through the desert would be a rough one. The wagon was left in the village and the heroes packed as much food and water as they could comfortably carry. Then they struck out. The map led them from one geographical marker to another. Seregdur did an excellent job navigating the wasteland with nothing but the sun to discern directions. The group quickly shifted to night-time travel and rested during the day.

A day and a half out, near one of the last markers, the adventurers spotted a patrol approaching. Half a dozen shifters and a woman (hag) descended on them without a word. The woman shrieked at the party several times, but they died in silence for the most part.

Pressing on, the heroes finally came to a fortress, the last landmark on the map and hopefully the Karak mines. The dwarven towers and battlements still stood 900+ years later, carved into the side of a low cliff. The only obvious entrance is a gauntlet between two towers, with many arrow slits and a portcullis guarding a sturdy looking stone door some 80-100 feet in.

Paleus: “If that’s guarded, it’s suicide to attempt entry through the front door.”

Wednesday, April 1, 2009

Session 14 Rewards

+2 Scale Armor (Dwarven)
600 gp

725 xp each

Encounters:
2250 xp Dunesend (3 gnolls, 3 satyrs, 1 behir)
1800 xp Desert patrol (1 hag, 5 shifters)
300 xp Navigating the desert (skill)

Tuesday, March 31, 2009

Blades of Legend

Luna - A silver longsword encrusted with rubies. Nina Delavega (Nina Quicksilver, The Wisp of Westdeep) used this blade 1000 years ago. The silver lady had zero tolerance for trespassers in the elven woods.

Lightbringer – A silver greatsword ornamented with red opals. Wielded 900 years ago by Parlin Ironfell (Guardian of Karak, Scion of Ironfell). Parlin was a great dwarven warrior of clan Ironfell at the peak of their power. In his later years, Parlin held the Karak Lode mines safe from intruders, thieves and the ravages of the desert. Parlin was the last scion of the legendary diamond mines before they disappeared into history.

Xaran - A platinum longsword with rubies. This was the favored weapon of Kenji Sonbai (The Silver Dragon, Kenji the Righteous) 700 years ago. Kenji was a dragonborn paladin of Bahamut who traveled the vale vanquishing evil, defending the weak and promoting the tenets of the Platinum Dragon.

Angel - A mithril bastard sword with a single star ruby. Christine Yatkina (Maiden of Vrath, Scourge of Wyrmsmoke) devoted her life to fending off the goblinoid hordes from the Wyrmsmoke mountains 500 years ago. Drellin’s Ferry was established during her time and still maintains a small shrine to their protector of old.

Ruach - A golden scimitar encrusted with rubies. The tried and true blade of Ishtar Flagens (Lion of the North, the Horse King) 400 years ago. Ishtar roamed the great plains in the northwestern vale with his riders. His kingdom had no great cities or defensible geographical features. His elite riders descended on any trouble & resolved the issue with great efficiency.

Corvin - The holy (silver & opal) longsword of a fallen Paladin 200 years ago. Juttsin Telvar (The Crimson Knight) fell out of grace with High Priestess Zamora of Pelor when he refused to obey some long forgotten command. The rogue knight left the church and roamed the countryside for another decade aiding the poor and the sick before dying at the hands of orcs.

Thursday, March 26, 2009

Karak Lode Mines

The great dwarven empire that ruled Elsir Vale fizzled out nearly 900 years ago. Overlook is virtually all that remains. At the peak of the empire, a lesser clan made it's mark on vale history. Clan Ironfell ventured far and wide in search of mineral wealth. And to many's surprise, they found their treasure in the middle of the desert, far south of Overlook.

The mine established was named the Karak Lode, after the first dwarf of Clan Ironfell to fall in its defense. Over long years, Karak became a legendary source of diamonds (think King Solomon). A supply depot was established at the desert's edge to service the caravans traveling between the mine and Overlook. The location of the Karak Lode was kept a closely guarded secret though. Only oath-sworn members of Clan Ironfell ever made the final leg of the journey across the sands.

Dwarves hold their secrets close, and their grip is doubly tight where wealth is concerned. So it was that Karak's secrecy eventually became its downfall. Under the pressure of monstrous maurauders, famine, and migrant human tribes, the dwarf kingdom of Elsir Vale declined. As its resources were taxed past the breaking point, the kingdom's borders began to contract. In time, sandstorms struck the southern wastes and the Karak supply depot was abandoned. Soon, all contact with the mine was lost, and the Karak Lode was consigned to history.

During the decades of wealth, Clan Ironfell established themselves as merchants and jewelcrafters. They grew in power and influence and virtually became nobility in Overlook. Even after the loss of the mine, the clan has managed to maintained much of that power.

Bram Ironfell now heads the clan. His uncle, Varthag, was the clan historian the party made contact with. Bram is a prominent member of the Elsir Consortium (largest merchant group in vale). Clan Ironfell boasts some of the finest jewelcrafters as well. All dealings concerning the Karak Lode will be handled personally by Bram.

Wednesday, March 25, 2009

Session 13 Recap

From the library, the brave adventurers moved to the central hall of Sarshan's tower. They got the drop on 4 Shadar-kai guards, including captain Thannos. As they wailed on the guards, one ran for help. The rest were put down just as re-enforcements arrived. The six guards made for a more difficult battle, but a small challenge for heroes. Then Sarshan arrived, porting back to the second floor of the tower, with more guards and panthers.

Outnumbered and possibly outmatched now, the adventurers agreed to a momentary truce to discuss the situation. An amazing bluff convinced Sarshan that they had followed Modra into the tower, and he's still here, somewhere. Impressed with their skill Sarshan offered them possible employ in his organization, if they helped find & kill Modra. During this conversation, Sarshan hinted that he already knew of the party. He was aware of their presence in Overlook, and that they have been after Modra for a few days.

The adventurers were left to guard the central hall, while Sarshan and his guards searched the rest of the tower. Several Gnolls were spotted joining the search. Then things got interesting. The volcano decided to blow. The ground tremors became near constant and more violent. Structures started to crumble. Tunnels colapsed. The party quickly exited through the foundry & made their way for the portal room. They picked up a few mercenaries along the way (the nicer races) for evacuation. The portal room was about to cave in as they ran through. Seconds after crossing to Overlook, the portal exploded with necrotic energy, the Shadowfell room obviously destroyed. The energy pulled 6 shadows into the room, but the heroes quickly put them to rest.

Once settled back in Overlook, the party began digging through the library data they had collected. There were several Elsir Vale history books and old maps. One map in particular caught their attention. It had few markings, but did bear the symbol of clan Ironfell. Could it related to the Karak Load Mines (legendary diamond mines from centuries ago)?

A visit to clan Ironfell (Overlook merchant/jewelry family) sparked further interest and sponsors for a search of the desert. 3000g upfront. 3000g & 1% of profits if the party can locate & secure the mines. The adventurers left a few days later loaded with water & provisions. The journey took them south along the edge of the forest. Two days out they were jumped by clan Flameforge dwarves (and a hell hound). Clan Flameforge caught wind of the desert expedition and a possible map to the Karak Load Mines. The greedy clan should have sent more men.

The heroes continued southward to the edge of the desert and the small village of Dunesend...