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

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.

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)

Wednesday, November 5, 2008

Session 15 recap

Their continued explorations of the underdark have further demonstrated the complete destruction of the once proud duergar people. Another abandonded stronghold demonstated that all was not well as the deep dwarves made their retreat. Mysteries like the red amulet of "power" and the doors locked to all but those who bear certain artifacts have befuddled our adventurers. An air of new caution has also fallen over the group when it was demonstrated that even kobolds present a real threat in the underdark.

Entering the biggest cavern yet, with a throne antechamber, has led the adventurers to a palace of heretofore unknown grandeur and unknown danger. entrance into the great hall of this magnificent building has proven dicy. Xander Abaer awaits here, supposed drow ruler of what was once the Duergar city of Deephold.

Imagine the surprise of our heroes when he hailed them as heroes! "Silas the Destroyer" it seems has made a name for himself as an agent of chaos and destroyer of towns. Being suitably flattered the destroyer revealed his mission to Xander, forgetting, it seems, the allegiances that this drow may hold.

An offer has been made, go back on his employer and destroy the upstart house of Colborel of the Sun and the powers that be in Alberazole will shower the adventurers with the exorbitance usually reserved for noble houses of drow.

What will the decision be?

Loot so far: TB reported
Levels gained: 1 (Party ECL 10)

Sunday, October 12, 2008

Session 13 recap

Needless to say I have not had a chance to update the site in a while. The pre gen was fun for me, I hope it was also for you, my players. That said, we are now two weeks into the new campaign. You may have noticed that the title of the site changed and the banner is less cool. I'm working on a better picture for that so bear with me there. Anyway those things are symptoms of the change.

Ever since the Patron of House Colborel of the Sun called our heroes into his home they have been crawling their way through the underdark on a quest to neutralize the Matron of the city whose zealotry has pushed out many of the cities weaker families. The descent has been a tale of woe. The Duergar of Deephold, once proud deep dwarves, are now little more than refugees with the fight gone from their blood. The trek below has taken our adventurers through two former cities, each greater than the last, both in ruins.

The underdark has not made it easy for our heroes. They have already become acquainted with some of the odder denizens of the upperdark. gelatinous cubes, fools water and fungus have proven hard to avoid without a guide.

The trip has not been without spoils.
Party is all at ECL: 9
Total loot so far this adventure: a torc, two amulets, a drow rapier and scimitar, a circlet of darkvision, a drow house medallion, a suit of battlerager armour, the dracolisk's hoarde, dragonhide armour and shield.

Monday, September 8, 2008

As we move forward

Alright, we are probably coming close to the end days on the pre-gen so I should probably take this opportunity to seed the Earth for the next campaign. Suffice it to say that you will be facing foes much more daunting than any you have seen so far. You will also be entering into another situation in which you will need to pay attention and keep track of some involved scenarios. So I'm going to have to ask that we devote some measure of attentiveness to the game please.

Up to now I have not minded a certain amount of fooling about and aimlessness but if this campaign is going to work I'm going to need you all to be functional and a part of the plot.

Also, There is now a jar for food money. I love cooking and will continue to cook for our get-togethers as long as there is money in the jar. This week I will ask you to bring cash for this week next week unless you plan on bringing something/ not eating.

We will also have a new player again this week. Faith will be joining us with a Human Spellcaster. This should be exciting. By the Way, no worries, she's all rolled up so no wait this week for character generation.

Game time is the same this week but I will be entertaining motions to move the date/ time based on you desires. There has been some discussion of moving game to a weekend.

Tuesday, August 19, 2008

New Story, New Location, New Player.

So, I realize this is kinda going at things backwards and late since there's been no session recap from last time but more important than a recap is to tell you all that yes, there will be game this week and it will be in the new Casa del Geek at 3124 Logan Ave. Apt. G.

Downside, we have no furniture as of now so we'll have to kick it old school and sit "Indian style" on the rug. Alternately you are welcome to bring chairs and pillows. I will have out the pillows I have and probably my air mattress as well.

Upside, I will be cooking once again. This time it is curried chicken. I don't want to brag but I cook a pretty mean curried chicken.

For soda I can only promise the Diet Coke left from before. I have iced tea and might be convinced to mix up some horchata but I will not be able to pick up any more soda. Ergo if there are other beverages you are desirous of you may consider the event BYOB.

We will also be gaining our Geek to Girl translator. Sarah-Jean has agreed to join us. Luckily this fills the gap left by the passing of Krunk, he shall be missed. If anyone wants to gen a new character now is a prime time. ECL is currently 8 if I do my math correctly. I am excited to see what Sarah-Jean is planning to bring to the table.

ADDENDUM In order to cook I will need someone to bring a little bit of milk and a pound of skinless boneless chicken (breasts do quite well).

Wednesday, August 13, 2008

Session Four Recap

And when we said Uurgoth's destruction what we actually meant was we'll go do something else.

The session began with character creation as we added Carrie, our new elf ranger.

The game began with more investigation of the local temples. As the group headed to a new temple they were surprised by an elf falling from a nearby window into the street. followed by three orcs. No extra points will be awarded for guessing the elf's identity. The orcs were chasing Sephora following a botched attempt to break into a local temple of Boccab. Further investigation revealed that the temple was home to a lost idol of Gruumsh. An ill advised request to the giants to have the idol removed ended up rocketing it into the mountains on the Northwest side of the valley. Having it safely out of the valley made the party feel a little better.

However, it came out that the orcs have been assembling a super weapon with the other two idols of Gruumsh. This revelation and the return of two battered drow with stories of the power of Uurgoth's weapon encouraged the party to look for yet more help. A trip to the Vale brought the party up against an undead hoard. Having come through the rigors of the journey the party met up with Yrgot the mighty, a half fiend of unspeakable power. His demeanor was friendly though Nameless told the party to that this was a fifty fifty chance. He gave the party tools to aid in the journey. The journey back out of the vale was uneventful.

Session Called-
No levels gained
Total Loot: Belt with arrow shaped buckle, Holy Symbol of Obad Hai, Double axe of Immobility, Rapier of Potentialities, 1 crossbow and bolts.