Friday, February 18, 2011

Post War Games

In the moment of still which followed the destruction of Remul a gathering of light began to build quickly blinding Mordecai and Smooth Pebble who find themselves lifted from the ground of Remul's chamber. In that flash they find themselves sitting on level ground on the very island where the dig site had been. Around are ruins and in the center of the group is a large globule of natural glass. Mordecai and Smooth Pebble have more important things to worry about than mysterious appearing ruins and disappearing pits. They quickly decide to return to Boothearth to check on the army's success and see that they needed no help. They set out immediately for the ruined town (with the piece of glass in tow).

Meanwhile in the (relatively) nearby city of Fezzock's Mill a small group has found itself in the position of saving a small town square from marauding elementals. Krell Lighthaven, who was sent to Fezzock's Mill by his father to learn the art of war from those who fought in the Elemental War, holds the banner of General Regis Mai'el. General Mai'el distinguished himself in the Elemental Wars and, until he was eclipsed by P'thanwy, was among the most highly regarded figures of the war. Brelynn Lighthaven, still a little disoriented from returning from a seeming death is still getting her bearings. An animated gargoyle also seems to have lent a helping hand. United by mutual happenstance they are invited by a dumpy dwarf to join in the great General P'thanwy's journey to the Vale of creation to aid in the post war reconstruction efforts. She is looking for able combatants to join in her vanguard. The heroes of the market, seeming to have nothing else going on, agree to meet at noon the next day to head out.

As it turns out P'thanwy is a busy lady so she has arranged for a teleport that next day. The entire adventuring force is taken instantaneously to the gates of Boothearth where the excited populace (all twenty of them) have turned out to greet them. As soon as they have gotten over the excitement (not long) P'thanwy orders all of the members of her vanguard to spread out among the people and gather information about the town and look for things which need doing to assist the people of the town with the disaster which has left the town with only two standing structures. Naturally, many of them head to the tavern (one of the two structures) first. Regis, on the other hand, heads for the refugee camps to talk with the locals. Krell, who likes civilization, opted for the Temple of Pelor (the other structure).

As Brelynn and the gargoyle arrive at the tavern so too do Smooth Pebble and Mordecai coming from the other direction. The town is a little more destroyed than they remember and they also seem to recall the temple of Pelor being among the less standing structures. They also remember the barkeep at the local tavern to be a man named John this man, who looks strikingly like John claims to be named "Al". He has Mushroom Ale though, so Smooth Pebble is somewhat comforted nonetheless. Over drinks the four heroes are magnetically drawn to each other finding their fellow travelers and the local soldiers to be less than enlightening. Brelynn is quick to understand the trouble Mordecai and Smooth Pebble are having. They seem to have traveled through time!

Meanwhile, Regis has learned the history of the region from the locals and is forming plans to aid them. Krell has spoken with the priestess of Pelor and learned of how the people in Boothearth all celebrate their own gods here at this temple.

*100 xp for everyone's roleplaying and deductive reasoning.

Eventually Regis heads back toward the tavern and meets up with the group of four departing the place. After a brief discussion they all decided to talk with the General about their findings and how to go forward. Smooth Pebble opts instead to go to the Temple of Pelor to pray to Hieroneous for guidance.

-P'thanwy and Rakinov are in the general's tent when Regis, Mordecai, Brelynn and the Gargoyle arrive. P'thanwy listens patiently to all of the discussion about the future of the town and the concerns of those present but has other business to attend to. She leaves the party in the hands of Rakinov but his obviously evil nature and tight lipped-ness made for little progress.

-Smooth Pebble's close relationship with her god provides her with a response. The quest she is destined to complete is not yet finished. She leaves the temple feeling concerned and crosses paths with Krell who, after some waffling, had finally decided to head to the general's tent. She hears a commotion in a nearby tent and pursues it standing just outside the canvas structure she hears he voice of an old man "I was trying to help"
"you will," came the voice of P'thanwy, "more than you know." there is a brief struggle and then silence.
Smooth Pebble and Krell who has moved near do not know what to do. Torn between the desire to help the old man and get their friends they end up missing an opportunity. The rest of the party came out of the General's tent and the lot of them met for a reconnoiter in the temple. Smooth Pebble and Krell agree that they are disturbed by what they have heard. Added to the evil nature of her lieutenant and their feeling that P'thanwy reminds them of Remul overall the party comes to the consensus that P'thanwy is not a great as her name might lead one to believe.

*100 xp for comparing notes and being decisive in character.

After their discussion they exit the temple to find that a crowd has gathered. It seems that P'thanwy will address the town. Once all are assembled she makes an announcement that she came to restore the town and that she would do so right then. She then held her arms above her head and with a mighty discharge of arcane energy the town was fully restored as it once had been. each house, each shop each tiny shack is just as it had been before the war. The crowd cheered and dispersed into their former homes and places of business. The party is, understandably, shocked. They follow P'thanwy to the Tavern to let her know that the jig is up. They walk in as she is buying everyone assembled a round.
Rendo, who seems to be trying to make sure he talks to the heroes before they do something which might be bad for their health, jumps in to offer the group the job of leading his caravan of goods to the town of Innsmouth in the midlands. He comments that it will be of little use here as he was peddling lumber. They agree to the job at a rate of 250gp per adventurer and 350gp for the general.
Once P'thanwy has sat down the party approaches and ask for a private conversation. She understandingly encourages them to go ahead, that she trusted Rakinov. The party insisted and she agreed taking a room from Al and taking a few party members to sit with her there. Regis took the lead in the questioning presenting their concerns and hoping to elicit a response out of P'thanwy. She remained calm throughout and answered all of their questions. What she did not know is that the gargoyle was preventing any lies from being told. It does not seem to have hurt her at all. She rebuffed them all for their assumptions and left their company. As they discussed the turn of events Rocky came running down the hall to warn them of danger. This gave them the time to prepare for the group of soldiers coming up the stairs. they killed a few handily in the hall before the gargoyle drove one through the floor to the bar space below. most of the party followed, minorly setting the bar on fire in their zeal to neutralize the threat.
P'thanwy first ordered them to hold and only the gargoyle listened turning back and leaping back upstairs to warn the others off. They moved in anyhow killing all of the soldiers within six seconds.

Loot -
GP -50sp for drinks
XP 200xp

Wednesday, February 10, 2010

Session 36-37

After that bombshell the party decided that the time was ripe for ending the conflict. Sweetening the pot was the nameless drow illusionist finding them in the temple to tell them that Ma'son Colborel's digging has unearthed something horrible. The drow who were controlling the constructs are now rounding up their comrades and throwing them into the dig site. Ma'son managed to escape somehow.

The party wasted no time going straight to Ma'son's old camp, the ruined city of Boorbock. It was more ruined then they had remembered but they found Ma'son easily enough. He was holed up in the Kobold king's palace. After some conversation convincing him to join in the fight he started talking to no one and then attacked the party. As he got near to death he disappeared and four drow soldiers appeared in his place (session 36).

Knowing that things were definitely coming to a head the party began gathering their allies and went home to Boothearth to meet with the council of elders before the final march to the meeting of the rivers. General Pravus took over control of the united armies of the Valley and named the party his head shock troops. They made their way straight to the dig site and promptly came under attack. Zombie drow poured over the edge of the river and beset the party. After dispatching the threat the party made their way into the dammed in dig site in the midst of the river. as they walked toward the pit they can hear the shambling of more zombies (session 37).

[EDIT] The party dealt with the zombies handily but upon reaching Remul's chamber The evil proto-lich opened with the instant death of his brother, Alem. The party fought Remul in an epic battle. after finally wearing him down the final blow was dealt by Smooth Pebble and her scale of infinity. Remul's "death" was punctuated by a blast of elemental energy which seems to have vaporized the party save for Smooth Pebble, Mordecai, Rocky and a kitten which happened by (and got hit by some of the elemental energy).

Levels Gained: 1 [+1]
Party ECL: 14 [15]
Loot Gained: Loads of masterwork drowcraft weapons.

Tuesday, February 9, 2010

Sessions 30- 35

At this juncture I think it is incumbent upon me to try to wrap up the campaign as best I can without going session by session. There are a number of people who have not been able to make it to much of this most recent arc due the stresses of life. For those people, I hope this will keep you informed.

Here goes.

After leaving the temple of Pelor the party attempted to leave the city and were attacked at the banks of the river by a small unit of constructs (session 31). These constructs were being controlled by an invisible drow priestess. Luckily, Smooth Pebble cares not for such trivialities as invisibility and found the priestess. The constructs, as it happens, were controlled by means of a circlet. Silas took the circlet and discovered that he too could control the constructs. The party returned to the council of elders and it was decided that Ma'son Colborel's death was the highest priority. The party disagreed and, instead, headed out in search of the weapons given to the valley by the gods at the beginning of time. Like you do.

Having already been to the temple of Elhonna the team headed first to the temple of Vecna where they hoped to find another weapon. On the way they were assaulted, once again, by constructs. Bezaak took the circlet for this battalion (session 32).

There were only a few more battalions of constructs between them and the temple which were dispatched with relative ease and no gains or losses, like in an 80's montage. The team, figuratively harried, arrived at the temple of Vecna. The temple proved to be an obnoxious pile of riddles and deceptions. In the end the only living being in the temple turned out to be the guardian of the temple who had clearly gone mad with loneliness unless, of course, he had always been that way. The chest containing the weapon was sitting out in plain sight in a lecture hall but required covering one eye and reaching for the non-existent chest. Annoying and stupid, yes. Just Vecna's style, also yes. Inside the chest was a dagger. After one final test involving a balancing act the team was out of the temple of weirdness (session 33).

The next logical stop was to the temple of Elhonna where the final weapon was to be housed. The team, tired of the search, found some small difficulty in making their way through. The temple was easy enough to get into. After all they had already developed relationships with the people there. However, the people who had taken up residence in the basement centuries ago were another matter altogether. There were some traps set, of course. Mostly they were of the amusing pun variety. After some searching the party came upon the door which led downstairs.

After a long descent they passed a golden room visible across a chasm of about 15 feet. Filing it away for later the party continued down to a hall of doors. Opening a door at random they were met with an angry monk who pushed a button before attacking and doing massive amounts of damage. The party learned to deal with this and dispatched a number of these monks. In some of the cells they came across small slips of paper which looked to have been torn from a larger piece. The slips each bore one stanza of a riddle poem, or poetic riddle no one was really sure which. The monks fought well, at one point killing Mordecai and wounding Smooth Pebble quite badly. Luckily in a temple full of friendly clerics who do not know that you just spent the better part of a day killing monks devoted to their god one can find resurrection quite easily (session 34).

Returning below with more information, and Ruku, meant Smooth Pebble and Mordecai went to a different hallway from the one where Silas and Bezaak were still committing various atrocities against ascetic monks. Everything was cleared up rather quickly though the actual inner workings of the monastery remain largely unexplained. The party found its way back to the golden room where the poem served as a prompt for a riddle of three birds; a chicken, hawk and robin. choosing the robin provided the band with a golden key which opened the golden chest. Inside was a note. "Alem, your oath comes due." The man minding the chest then told the party that he was Alem and had been waiting since the beginning of time (thanks to long life granted by Elhonna) to kill his power crazed brother Remul, of whom we all have heard so much. All of the pieces have come together (session 35).

Levels Gained- 1
Party ECL- 13
Loot- Mace of Pelor and Dagger of Vecna.

Thursday, December 3, 2009

Sessions 28-30 recap

Our heroes, after the counsel of elders, made their way to the ruined Temple of Pelor to find the weapon which once reposed there. The priestess told them that the chambers which hold the weapon remain but are open only to those who seek to become initiates to Pelor. None of the party wished to pledge allegiance to Pelor so an initiate was sought. They fell upon a young boy of the town, Timothy. Timothy had nothing better to be doing so he gladly accompanied the party on this, no doubt suicidal, mission.

Entering the temple they first found themselves faced with six doors all bearing relief carvings of weapons. They were, in order from east to west, a spear, sword, mace, axe, kukri and hammer. Choosing wisely they opted for the door bearing the image of a mace, Pelor's favoured weapon. This led them to the test of valor in Pelor's Holy Order.

The party was tested first by an ancient dragon which Timmy, in his excitement, attacked head on. Luckily the dragon turned out to be illusion and the hapless youth, instead of being charred to death, fell down a pit into a long corridor. The party followed. This hall grew progressively smaller as the party followed it. at the end was an impossibly small door. Smashing through was hardly trouble for the adventurers who tired of puzzles though it did bring them face to face with a spear trap. They took the spears with them and found themselves in a room full of gold. Sensing that the gold was a trap they scanned about for options. There were three small holes in the far wall near the ceiling. The adventurers, after some debate, decided to stop up the holes with the spears Pelor had provided them. This activated a switch mechanism making the gold on the floor disappear and revealing three more holes in the floor. Putting the spears in the floor activated another switch which caused the floor to begin descending from the walls.

Now, swinging out in space of a suspended platform, the adventurers found themselves, once again, in extra-planar space. They came level with a demon in a cage who warned them that only an initiate of Pelor may pass. Also, for his parting words, he warned them that "Pelor Provides, Pelor Removes, Pelor Shows and Pelor Saves." After his statement the chains holding their platform released and they fell without any control for what must have been hundreds of feet if not thousands. Suddenly, though, it slowed and they came to rest in an anteroom. A small hallway led to a round room in which there were placed four statues all wearing amulets. One held out an offering to the passerby and wore an amulet fashioned like an open hand. Another seemed in the middle of a sweeping gesture and wore an amulet in the figure of an open circle. The third held open a casket full of gold and wore an amulet in the figure of a circle with a smaller circle in its middle. The last held a shield and wore an amulet of the same shape. Each amulet was removable. Between each of the statues were doors, four in all. The party selected the amulet of a shield which Pelor had provided and took it from the statue. Once it had been donned a heretofore unnoticed adventurer ran through the room and through one of the doors. A wall of force stopped our heroes from following or helping the man in his fight. In the chamber beyond four constructs waited and with the expertise of a well practiced team dispatched him. Each construct bore one of the symbols from the amulets and performed a specific task in combat. After the man had died the force wall was removed and the party allowed to enter as Pelor removed the shield bearing construct. The constructs, while still formidable, were much less effective without one of their number. Each fallen construct left behind it a piece of glass. Each one a quarter circle. The pieces fit into the center of the previous room's tile work. The pieces became a window through which Pelor showed them a room below which was full of constructs, just like the ones they had just fought. Also in the room was a statue of Pelor with his hand outstretched. The party then fell into this room as the floor disappeared. Prompt thought lighted them upon the trick. Each shook hands with Pelor and was transported from the temple back the entrance where Timmy was declared a member of the Holy Order of Pelor.

Tuesday, November 10, 2009

Session 27 Recap

The party rushed post haste from the palace and scene of their most daunting battle in recent memory. As they crossed the portico the visitor badges they had been issued glowed and froze them in place. A hold spell had been activated. As the heroes stood, powerless to stop it, the entire compliment of the palace emptied around them and called to Ma'son Colborel. He was pleased to see the party had returned in tome to see his moment of glory. He them displayed a black banner with a simple symbol on it, a coffin pierced by a sword. With the banner furled he placed a circlet on his head and from behind him came sixteen silver men. Having gloated sufficiently he then ordered the party be stripped of their possessions and thrown into the pit of evil that he had opened in his camp.


The evil of the pit was met by the holiness of the few artifacts which were left with the party. Specifically Kaa Russ' Hat of humility which began to glow with holy light and encompass the party. However, the glow took a heavy toll. When the light subsided and they found themselves in the bottom of the pit the party found that Kaa Russ and Sephora had been taken from them. Their presence had been completely erased save for the holy hat itself and a note inside which read "There is always help in a temple of Elhonna".
At the bottom they found three new companions. One, a draconic general, one a halfling druid and the third a half gnome-half dwarf bard. United by the pit they found themselves lifted out. The nameless drow illusionist had returned, he has been deep undercover as a drow with an American accent in the camp. He warned them that the evil Ma'son was about to unleash was beyond any of them. He had managed to retrieve a few of their things, the weapons they had been wielding during the capture, but their packs and other belongings had been taken somewhere he could not go. he then opened a dimension door to just outside the camp and bid the party farewell.

Finding themselves free The party made a temple of Elhonna their first stop. The greeting they received was warm, as is expected at a temple of Elhonna. There was a great feast of woodsy foods and a round of healing for all. The priestess was distressed by what they told her but was not surprised. She knew it was only a matter of time before Ma'son mounted an attack on her temple. The Druid had a religious experience and conversion. The vision he was given drew him to the chimney over the alter. Confused they continued to explore the temple. The chapter house of the Ancient and Holy Order of the Seed proved interesting and led them to a secret chapel. a secret passage around the roof led them to a throne and audience chamber of Elhonna. The Druid had another vision, this time longer. Elhonna told him that in the beginning of time Remul, an early necromancer had challenged the power of the Gods. She and her fellow deities Pelor, and Vecna created the Orcs as a race with no fear of death to combat him. She fears it may ultimately not have been enough. Mordecai, who was present for the vision, is still dubious about the whole thing.

After resting for the night the party met with the Order of the Seed and got the blessing of one of its members to re-equip themselves from the storehouses of Boothearth.

Returning to the city, the party visited the house of ruling where the leaders of the crippled town held office. They asked Alander of the Elves to convene the elders. While waiting, the party visited the storehouses to stock up on armour.

Levels Gained: none
Loot so far: armour and weapons

Tuesday, November 3, 2009

Session 26 Recap

Picking up the story from where we left off the party began the journey through the maze of the palisade. They found a number of sentries who were more than happy to let them pass. The maze itself had no problem dishing out a little pain on the way. A number of traps caught our adventurers off guard and treated them to fire and acid before ejecting them into the camp. First order of business, upon finding themselves in hostile enemy territory, was to go shopping.
Our heroes made their next well thought out move by charging headfirst into danger, as per usual. Headfirst, this time, meant running into what was once the palace of the Kobold King and is now, according to intelligence, the domicile of Ma'son Colborel. Reaching the door they began to realize what kind of danger the palace might pose as the electrified door gave a nasty shock to Kaa who reached to open it. Once they got the door open things got even worse as a pitch black room treated them to a highly trained squadron of Drow archers and soldiers. They managed to fight their way through but opted for retreat from the building. We shall see whether or not they manage to leave the palisade in next week's exciting continuation.

Loot so far: Nothing
Levels gained: None

Note: any players not at the session and wishing to take advantage of the Drow marketplace may do so before or after their next normal session.

Tuesday, October 20, 2009

Session 25: The beginning of Arc 3

The adventurers, having been double crossed, decided that the best course of action would be to return to the surface to face the treacherous Ma'son Colborel, Patron of house Colborel of the Sun. On the return journey the party slowly becomes aware that their, or more accurately, Silas' reputation has preceded them. Ominous warnings have come from the surface that someone fears the return of our pint sized pain factory. The same message has passed many lips, "Silas the Destroyer is coming, Help us!" However, the party's deeds have ensured safe passage through the middledark and back to the surface. The Dracolisk armour also was completed. The party also came upon a white orc who was resting in Deephold. He had been sent from the surface to deliver Silas and his party to the aid of the valley. He has joined the party.

Upon arrival in the Glitterhame the party came across a mad orc messenger who, upon seeing Silas, delivered his long awaited message, "Silas, the Destroyer is coming, Help us!". It seems the all important comma was lost on its way into the underdark.

Finding their way to the Orc camp of North Peak the party found Donk, the orc priest who had sent for them. He has had a vision of a terror from the early days of the world known only as The Destroyer. Legend says:
"Before these dark times we ruled this valley. Then came The Destroyer. He tore into this valley and single-handedly ruined all that we had built. He began with our women and children. Then, to ensure his dominion, he offered them back to us at a cost, our minds. We burned fields of enemies and fought with the might of Gruumsh behind us. It was to no avail. His forces were unlimited. Gruumsh was angered by this degradation of his people. So he gave to us three stones of power. The stones each alone were a terrible weapon but it was for a greater purpose they were made. Gruumsh used them to kill the destroyer. He then set them each alone in the mountains to ensure our dominion of the valley."

After the discussion they met a young drow refugee. It seems in the influx of evil drow from below those true to the pact of the valley were driven here to the mountains. He joined the party.

The party thought over their options. When faced with a choice between an evil yet to come and an evil they can see their choice was clear. They would face Ma'son Colborel and wait for the destroyer to rear his head.

In a ballsy attempt, the party made to enter the fortress of Colborel of the Sun in what was once the proud city of Boorbock.