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.

Friday, January 23, 2009

Session 24 recap

Following the untimely death of Xander Abaer The party worked their way into the Drow City of Alberazole. After actually very little deliberation they mounted an attack on the city temple which led them quickly, thanks to a hidden door, to the mansion of the high Priestess.

The mansion consisted of a series of veiled chambers designed to impress the visitor. Our party was unimpressed. The final chamber was guarded by a golem version of one of the daughters of house Abaer who served as a gateway to the audience chamber of the Matron, a place only available through inter-dimensional travel.

Upon reaching the presence of the matron there was a brief interchange before the party was individually whisked away for personal tests. Some, as the matron had designed were sent to face monsters or puzzles where they would surely perish. Some, however, were intercepted by their deities. A handful of trans-dimensional totems guided the party to each other, making gateways in the air to other planes of being. Upon returning to the Matron's Chamber on the material plane The room was suddenly one deity fuller. Llolth manifested her presence to deliver a message to the Matron. A message of disgrace. It seems the matron has been tricked by the God Erythnul into being disloyal to Llolth. The Queen of webs is many things but forgiving is not among them. Erythnul himself manifested to gloat over his victory and as a deific argument was about to commence Smooth Pebble, favoured by her new god Heironeus, sanctified the room driving the angry deities from the place.
After learning that Matron Abaer no longer holds power in the city having lost it to the machinations of house Colborel. It seems our heros have been duped into giving control of both the upper valley and the City of Alberazole to the family Colborel.
Seizing the opportunity Kaa-Rus, newly powered with a an ugly hat of pennance from his Goddess, attacked the disgraced matron. The deific power of his goodliness me the power of her evil and in the charged atmosphere of Godly might destroyed the matron leaving nothing. The party was then transported back to the audience chamber where they learned that Matron Colborel has mounted an attack on the neaigboring drow city of Erelhei-Cinlu.

Will the party go back to the towns they left undefended or continue their journey down to exact vengeance on the Matron Colborel?

Loot so far: 8 trans-dimensional totems, Holy hat, piece of infinity, bag of gems
Levels gained: 1 (Party ECL 12)