Thursday, September 15, 2011

The Seven Kingdoms in the Fifth Age

The fifth age of our world began on the day the magic died. There are many who hold that it lasted until
the final emperor fell and the kingdoms declared fresh borders. We all know that without the magic of
the scrying towers the Emperor had lost his power. From that day our world has been changing. With
the magic missing things began to fail and fall apart. Magic cities were trapped within their own walls.
Kings died in their useless magic armour. We needed to adapt.

First there was upheaval. The Emperor’s fall was marked by the sacking of the imperial city by
marauders who were quick to bring mundane weapons to bear. Former mercenaries, outlaws and
brigands banded together and became armies against the established order. Emperor Ma’el escaped
to parts unknown and the empire fractured. The hardy people of the north came together tightly in the
vale, Baskov and Fezzock’s Mill. The people of the East got the worst. Magic was all they had. The gods
of Kai’roh were oddly silent and Dalim had no Gods of their own. Cazatlan, though, showed us all what
power faith gives us. The great Coatle sent to guard them still circles their city today.

We of the desert kingdom came out best of all. Without magic or trust we stepped into our rightful
place. With our horses and our wagons we crossed the deserts and with us came the fates of all the
people of the land. Now the Calwa people sit at the center of the former empire serving as the catalysts
for the still reeling continent to trade and live in this harsh world. Our God, Oponne, protects us and
guides us into this new age of our dominion.

The Northlands- Baskov, the Vale and Fezzock’s Mill- Stable production economy. Hardy people
producing furs, weapons, pottery and other non-art trade goods.

Innsmouth- Still the main trade hub for all of the goods coming out of the Northlands. Also major
supplier of fish.

Mauritania- Trades with the lands across the sea. Also major supplier of fish caught in the coastal
waters. Dealt with the loss of magic very well due to having lost much of their magic during the
elemental wars.

Cazatlan- In economic decay but surviving through the grace of their gods. Produce some exotic goods,
mostly food and dyestuffs.

Dalim- The economy is bolstered by being the only intermediary between Kai’roh and the rest of the
continent. Otherwise this place has no magic and no gods. Dalim has become a den of scum and a home
for brigands of all sorts.

Kai’roh- Thjeir gods have forsaken them and their magic is gone. Their art is still prized but their
population has decreased steadily.

Oponne City (formerly the Imperial City)- We are growing rapidly, rebuilding what was once the Empire’s
seat into a city worthy of us. The sacking left us very little to use but also very little to remove. We are
growing rapidly and maitain our superiority.

Friday, September 2, 2011

The end of the arc

The party seconds after the death of P'thanwy witnessed the rise of Remul, the undying, God of elemental death magic. After a hard battle he was killed in the past by Lilia in the future by Freemont and then finally in the past once more when his phylactery was destroyed finally by Mordecai's demonic fire. In that moment the world went white. Mordecai and Smooth Pebble were presented with the choice of two doors. One door reminded each of their home. The other bore a golden image of them carved in gold. For the others each was presented only with the glorious golden door. All stepped through.

"so you see, things have not always been this way. In the old times the world was filled with magic bourne of knowledge and study of the arcane arts. Centuries have passed since the day the magic died. The people of the empire worried so much about it that little attention was paid when the remains of the Old Temple of Creation disappeared from under our noses. I and my compatriots in the Arcane Brotherhood believe that all of the magic of our world is trapped in that enormous piece of glass.
Sadly, that is all the legend tells us of the quest of these heroes. We know, of course that Emperor Regis Ma'el unified the continent and brought peace to. Te empire through his alliance with the unified tribes under the Warlord Lilia, queen of the desert. We know also that the Lighthaven torch brought light and heat to the Northlands. The empire has been enriched by the gold of the songdwarves who reeatablished contact with the surface at the insistence of Alica Carmen.
What became of Smooth Pebble and Mordecai Exodus? Surely one of them must have the Old Temple Stone with them. So I charge you with this quest to find the fate of these heroes and restore the magic to our world."
Delivered by Brelynn Moonshadow in the 304th year of the fourth age.

Thursday, August 25, 2011

A very brief history of what has happened:

In the beginning Silas the Gargantuan, Silence Wurm the Astonishing, Sephora, Crunk, and Freemont set out on a quest to stop the orcs of the mountains from banding together in an unstoppable force around Uurgoth, a chosen of Gruumsh. This entailed stopping them from building a colossal weapon which, if completed, would allow the orcs to destroy the towns or hold them ransom. Three stones which were said to be gifts from the Gruumsh in the early days of creation were the weapon. By inserting another god's talisman into the mounting socket of the topmost stone they were made to explode on their own allowing the party to subdue Uurgoth and win the day.

The Party then found their way into the Glitterhame where they searched for ancient Dwarven weapons of great worth. While in the middledark they learned that there was unrest below. The Underdark was in an uproar. The Patron of the House of Colborel of the Sun, Ma'son Colborel asked the adventurers to quell the unrest as it was bringing undesirable evil relations of his up into the surface cities. Making their way down into the underdark was an education on it's own as the party moved through ruined underdark towns and evidence of poor decisions made by the Drow of Alberazole. After searching for information they made their way directly to the home of Matron Abaer where they found themselves in a pocket dimension. Their path to the pocket dimension, however was interrupted by the gods. Some gods kept themselves hidden and gave visions of the future to the adventurers. Others spoke plainly and gave gifts. To Smooth Pebble Hieroneous gave a scale from his infinite coat of armour. To Kaa-Rus Ehlonna gave an ugly hat of penance. having passed their tests the party found themselves in the presence of Matron Abaer. Here, outside of reality they battled with the Matron who had been tricked by the god Erythnuul to betray her own god, Llolth. To make matters worse the power which defeated her was the holy ugly hat of Elhonna combined with the scale of Infinity's power over life and death.

Things began to be clear when it was revealed that the house of Colborel had been behind all of this from the start. They had goaded the orcs into moving the stones which protected a secret vault below the rivers at the center of the valley, they had gotten the adventurers out of the way sending them after their enemies and now, with the party distracted had attempted to release the Destroyer. The destroyer, an evil mage from the beginning of time who warred against the gods and nearly won. The ord god Gruumsh was created to destroy him and the valley made into his prison. Above him the temple of creation was placed with a holy order to protect that. Over the millenia all of this had been stripped away. Now was the time to stop it.

By collecting three artifacts (really two artifacts and a wielder for them) they found the power to face Remul in his ancient prison, recently opened by Ma'son Colborel (secretly Aelfric of Alberzole all along) They allowed the people of the vale to face the armies of constructs which Remul had released as his vanguard. Alem, Remul's Brother and the greatest weapon the party had was killed in one blow. A long battle continued from there ending when Smooth Pebble's scale of infinity ended Remul and he exploded in a wave of elemental energy.

Mordecai and Smooth Pebble found themselves transported to the distant past where, it seems an incarnation of Remul's power has made it's way into the world. The incarnation is a war hero named P'thanwy. She is a personal assistant to the Emperor and governer of one third or the empire. To kill her would make the party enemies of all the people of the empire. An ominous prophesy calls for Mordecai and Smooth Pebble to be the ones to destroy her; to restore the balance of the times.
Somehow they would need to discredit P'thanwy before they could destroy her. When the information comes about that the Emperor is about to die and that P'thanwy is the apparent successor. So they set Regis up to be the next emperor. they build alliances and After crossing the continent and rallying the people of the empire around General Regis Ma'el the party has finally found the power and the clearance to bring about the death of General P'thanwy. They brought her into the old seat of Remul's power to a temple so filled with arcane evil that the power of the gods cannot touch it. She was overcome by the evil of the place, by the memories of her forgotten alternate past and the presence of her mortal enemy's remains and attacked the party. They killed her in seconds but in her death she dissolved and the room filled with golden light. on the edges of this light, as though through a rainbow, all of their former party members were waiting. Some seem ready to fight again, are you one of them?

Saturday, June 25, 2011

Mordecai's backstory from Josh

While Mordecai may not remember anything about his previous life, and this is mostly being left up to Ansel to determine, I thought you might benefit from some more information about his time since being released, as well as his personality.

After Mordecai fled to the undertake, it took him a while to fully grasp what was happening to him.  He would black out from time to time with no real recollection of what happened, only vivid dreams.   He eventually realized that these vivid dreams were actually what he was seeing while his body was possessed by the spirit of the Balor that had nearly killed him.

He became bound and determined to control that spirit and use it to his advantage.  After years of training and slaying in the Underdark, he could at least go in and out of the possession state from time to time, and he discovered he was much more powerful in this state.  However, as a previous party learned, he still could not fully control it, and he knew he never would as long as the demon still lived.

Up until the time that he joined an adventuring party, he trained tirelessly to be able to wield two greatswords, each a two handed weapon.  After finally killing the Balor that had enslaved him, Mordecai's inner spirit was not at rest.  He felt this could never be until the entire world was rid of any and all evil.

Mordecai's personality is not necessarily a friendly one, but he has gotten more used to being around beings he has no desire to kill since returning to the surface.  His driving force is to kill anything that is evil, and it can cause him to act.

Monday, March 7, 2011

PWG Sessions 4&5

After a their battle with the cryohydra our heroes are feeling pretty invincible. Progress had been moving until day nine when the party began hearing voices from upstream. Shortly thereafter the river seemed to stop. The water's progress had simply halted altogether. The rafts floated forward into an invisible barrier giving away the trick just as arrows begin to hit the party from archers on the bank. Soon a small sailing ship comes in behind and the trap is set. Our heroes are not simple merchants though. The pirates on the ship are quickly dispatched by Krell's prismatic spray and Mordecai's demon fire. The archers on the shore and their wizard leader proved most difficult to reach but Alica's speedy crossbow work made the battle quick. The only real problem came when smooth pebble fell into the river and demonstrated her near-complete inability to swim. Luckily being near General Mai'el has more than just social benefits. She found she could breathe underwater and with Mordecai's help pulled herself out of the drink. While down there she spotted a sword which Mordecai retrieved after the death of the wizard. XP-500

Having taken the pirate ship for themselves (and one of the pirates for a figurehead) the party made good time that evening. As the day passed into night a glowing unicorn came from the woods begging the heroes to save its master. It seems the unicorn's master had been taken by evil wizards who would sacrifice him in a five minute ceremony.
The heroes decided to help and followed the unicorn to a nearby hamlet and a building near the square. Upon entry they were immediately faced with a wizard and a small army of animate skeletons the skeletons slowed progress of everyone save Brelynn who bolted for the stairs. The wizard took the first opportunity presented to blast away the bottom half or the wrought iron spiral staircase to the second floor. He was quickly dispatched and the party made short work of jumping to the remains of the stair and pulling themselves to the second floor from there. Most of the party went this route. Alica elected to climb up the chimney insisting that it was normal for a dwarf. Mordecai opted for going outside, jumping level with the second floor and smashing his way in through sheer brute strength. It takes all sorts.
The second floor held a small army of initiate wizards in low quality robes who mostly cast a smoke screen to annoy the heroes. Before Alica even made it out of the fireplace the room was clear and the party moved up to the next level. This floor housed the library. Bookshelves forced the party to fight in a serpentine path. The wizards here seemed slightly more talented the their compatriots below. They must have been studying. Nonetheless the room was soon empty of them and the party moved onward and upward. At long last they found themselves in a room with two wizards performing a dark ritual. A stone sacrificial table dominated one end of the room. An unconscious man was tied to it.
The party focused on the wizards of course trying to stop them finishing their ritual and once the protective wizard was dispatched the one trying to complete what he had begun was easily defeated. xp- 1929
The party carried the man back downstairs to the unicorn who used its tears to revive him. Brelynn also took this opportunity to collect some of the tears for later. Once he was conscious again the man (Willard, not that anyone asked) seemed not to know where he was or why he was without his armour. The party had come across the armour while looting the building and gave it back to him. The sword from the river also turned out to have belonged to him. The Paladin gave 400gp to the party as a thank you/ ransom. He also informed them all that he was mayor of the town and advised them on the best places to visit.
As it turns out this building was the school of the Imperial Magi. Three local Magi were appointed to give the rudiments of wizardry to adept locals as a sort of outreach program. apparently the wizards had suffered from the elemental armistice and turned to necromancy taking their pupils with them. The Paladin insisted that it was no business of his what the Imperial Magi do. Gesturing toward an imposing tower on the outskirts of town he suggested that it was the empire's purview. This was an ironic reminder as the party, by killing these imperial magi have activated their amulets of insurance which magically places an image of the killer's face in the hall of vengeance in Dalim City. Essentially, for the killing of these wizards our party (Regis, Smooth Pebble and Alica specifically) are marked for assassination.

Seeing as Krell was educated at the Imperial Academy of Magics he constituted the closest they might hope to come to an Imperial mage. as such he took headmastership of the school to keep the library out of the hands of inexperienced locals who might misuse them. He appointed local (non-imperial) wizard, Closter as deputy Headmaster of the newly formed Krell's School O' Magic in Chester upon Ouse. 20 xp to Krell.

Loot A pile of unidentified magic items
- 4 pairs of bracers
- 5 Rings
- a dagger
- 2 swords
- an amulet
- 3 amulets of insurance
GP
Pirates- 10000
Wizards- 20000
xp
-2429 (Smooth Pebble, Brelynn, Mordecai, Gargoyle, Alica and Regis)
-2449 (Krell)

Friday, February 18, 2011

PWG- Session 3

Four days pass as the party makes it's way downstream. The Gargoyle has been flying the whole time to meet up with the party and he comes upon them just as a silver dragon comes swooping in to make a meal of them. He drives a collision course with the large dragon and knocks it away from his friends. The dragon agrees not to eat them if they will bring him three deer. Luckily, many of the party are skilled in survival and handily hunt down three deer for the dragon to feast upon.
*110 xp for not fighting a dragon

As night begins to fall on day five the party spots an Inn by the side of the river called "Eddies" (where a boat may rest out of the current of a river). Checking that the place is not allied with Pthanwy the party sends Alica and the Gargoyle to book them as the night's entertainment. Alica asks the drunk orc behind the bar if their leader is P'thanwy and the orc responds that Krug is their master. Fantastic, it is decided they will dramatize the story of Krug, the mighty hero. the party is brought in since the coast is clear. Krug is played by Smooth Pebble who is thoroughly and obviously confused about the whole situation. The bad guy of the story is played by Regis who holds that intimidation is his only marketable skill. The rest of the party get into the act with Brelynn doing a dance number and Alica providing the accompaniment. Everything goes awry though when Krug himself walks in and recognizes Regis through his makeup (and from the banner Krell walked in with). He forces them to finish the show and Regis becomes extra aware of the irony that he is inadvertently playing himself in the story of an enemy who's name he never bothered to learn. Of course a fight breaks out and the heroes handle the earthtouched orcs, ogres and Krug himself with almost shocking ease. Happily, not only did they collect 180Gp from around the place and the bodies of the slain they also captured Krug's War Banner and saved the people to whom the Inn actually belonged. A capitol day all around.
*1330xp for the combat
*20 xp for fitting Krug's armour to Smooth Pebble (Mordecai, Alica and Krell)

Day six dawned as so many do when one is adventuring. The heroes headed out feeling good about actually doing a good deed. Not long into the day a twelve headed cryohydra put a crimp in their style attacking the boats from the shore. After a hard battle the party was back on its way.
*321xp for the combat

Loot +3 armour (now fit to Smooth Pebble)
GP 180
xp 1751 (Smooth Pebble, Brelynn, Gargoyle and Regis)
1771 (Mordecai, Krell and Alica)

PWG- Session 2

P'thanwy, clearly tired of their insolence, uses mass hold person to bind the heroes in place. As they stood, stuck and immobile she placed a "mark of justice" upon them making a big show of the punishment in front of the citizens who had witnessed the destruction. "I banish you from the Northlands" she said, "Should you enter any town allied to me you will activate this mark and misfortune shall follow you. You have one day to leave this place." With that, she left and the spell broke. The citizens who had been watching began edging their way out of the tavern leaving the party to themselves.
*500 xp for the combat.
All that remained in the bar are the barkeep and a bard who had been the night's entertainment. Using his bardic knowledge he remembered that P'thanwy appeared about 12 years ago having no known school or place of origin. It was also revealed that Rakinov comes from similarly cloudy origins. He agreed to join them in their journey to Innsmouth.
The party secures rooms from Al who was actually better off for the whole thing due to the local custom of getting to rifle through the pockets of the deceased who are killed on one's property. It's sort of frontier insurance.
The next morning the party wastes no time getting out of town. At first light they meet with Rendo, taking on his cargo of wood harvested on the elemental plane of fire. It is both warm to the touch and resistant to burning making it great for houses here in the north. Having checked the legitimacy of the cargo they bought rafts for the caravan, trading the horses for a discount. (30GP for the rafts)

Six hours into the journey the party's progress is interrupted by an Iron Golem who stands up from the river saying, "I hold the way." He did, in fact for a while but was quickly destroyed by the party.
*450xp for the combat.
They continue on their way and make camp for the night in a clearing near the river. Camping is made much more comfortable by the use of Leomund's Tiny Hut, a magic shelter Alica knows how to conjure. They set their watches and in the seventh hour of the night their alarm spell goes off. A werewolf lord bounds in from the woods and attacks Krell who is on watch. The threat is quickly neutralized and luckily the lycanthropy danger from a bite is quickly neutralized.
*500xp for the combat

Loot -
GP -30 GP for the rafts
XP 1500xp