Monday, November 5, 2007
The Rescue - Aftermath
The other tome is a history of an ancient temple. It indicates that there was once a much older city located on this sight with a temple dedicated to Srath Sifa, the deity of discord, murder and evil reptiles. It further mentions a reliquary reported to house a powerful magic item of the faith. There are maps and sketches included. You all figure that this might be the very temple being referred to in the tome.
The Rescue
After spending about 18 hours making contacts with Sirs Quai and Skovin, who told the group they couldn't help and Agathor, who ended up providing the same directions as he did to Pip, et al. the second bunch of PCs headed into the sewers. Taking much the same path as the first and meeting the same 'people' Iam, Potenzia, Leo and Zoltan reach the area where numerous, small, amphibious creatures lay scattered (and dead). Further exploration reveals a large minotuar and several derro (all dead). Zoltan scanned the area for sings of intelligence and found one. Preparing for battle, it turned out to only be Pip, who managed to find his way back to this point after being totally lost for the last day.
Pip filled his friends in on what he knew. The group cast a few longer lasting spells and headed on. They flew down the shaft into the large room that Pip told them was empty. It wasn't. Instead of the large gargoyles, there were two Athach who immediately started throwing rocks at those descending. It wasn't much of a fight. Pip informed everyone that the next battle would be close.
Resorting to knock spells to get through two sets of doors, the group encountered the hallway that was uncomfortably familiar to Pip. As the group moved forward they began to spread out much to Iam's displeasure. As the group moved closer on of Zoltan's high level protective spells was stripped as if from a dispel magic, but no one heard anything to alert them to the location of the source. Iam was bringing up the rear when two strange looking creatures emerged from a solid wall and closed. The o
Potenzia and Zotlan had now flown through the light fog that had also been there the time the other group approached. A six-tentacled beast who was very well hi
In the back of the fight a very large and mean looking Minotaur stepped out of another wall and waited. Shortly thereafter the o
Leo and Zoltan could not free themselves from the grap of the tentacle beast. Potenzia was flying near it repeatedly piecing with rapier and dagger. Soone Potenzi found himself the target of spells cast the mind flayer who could tell relatively where he was. Pip surprised the abomination but was quickly taken down a few pegs by vicious falcion blows and attacks from anther o
Potenzia had finally drawn the tentacled beast’s attention and it dropped Leo in favor of attacking Potenzia, barely missing. Pip ran toward Leo hoping for cures. The abomination followed. The Minotaur, evilly grinning at Iam paused while Iam braced for the attack. The minotaur first shattered Iam's shield and then proceeded to pummel Iam into unconsciousness. It and the three strange creatures moved towards the rest of the fight.
Potenzia quickly dropped the tentacle beast and Leo healed Pip just as the abomination landed blows that would have otherwise killed him. Zoltan, with all his protections back, blasted the abomination with a powerword stun. It had no effect. Potenzia bought the group some time by placing a wall of force between the abomination and the rest of the party. At about this time, the other o
Pow Duc su
While the fight had been raging outside, Alorian and Schweitzer had irritated the hydra enough that it lowered the forcecage they were trapped in. Schweitzer closed and Alorian cast spells and fired his bow. After a few rounds, Alorian had again been trapped, this time in a solid wall forcecage, effectively removing him from the fight while Schweitzer had been subject to several spells – some of which made him exhausted and others sapped energy directly. He tried to run to the door hoping for help only to meet the mindflayer who enfeebled him. The group arrived to face an onslaught of four simultaneous fireballs from the hydra. Pow Duc was able to stun the mind flayer moments before one of its tentacles reached Schweitzer’s brain. The hydra teleported away, Potenzia hit the forcecage in which Alorian was trapped with a disintigrate and the mindflayer was easily dispatched.
The battle was over. There was no sign of the creature that withdrew.
Tuesday, October 30, 2007
More Devils
Potenzia and Zoltan learn that the dwarf and the others are part of the Steel Spar - the group originally hired to recover the shipment. They were extremely delayed during the devil rampage - now sometimes referred to as Night of Hell. The Red Sash was after likely after them for unrelated martial law violations. Potenzia agrees to set him loose but makes it impossible for the dwarf to not be seen coming from the warehouse no one was supposed to be in.
The next day the party is required to break into the house of the tailor. Inside they find the thread but not after having to force a ghost back into the ether. The group also discovered a name, scribbled out in blood - Metcally.
Upon returning to the Brave Giant the innkeeper hands you two notes left by an angry dwarf. One says that as it appears the Steel Spar has been fired, that you all can deliver this note that they were originally tasked to do. It is addressed to Xyries. A little digging reveals a bit of information on both names. Metcally is an old family name in Seavering that may have reached an end during the Night of Hell. Xyries is the name of a thug of some reknown even though he hasn't been around long. You are warned against looking for him but get a location to start if you really want to.
You approach the warehouse and spend some time preparing with spells and whatnot. Zoltan spends a few extra rounds discerning the number and intelligence of those inside. Then the party attacked. The frontal assault was a bit delayed by the reverse gravity cast by an opposing mage. Once in, Potenzi found a couple of devils (Zoltan didn't mention anything about those) and a half a dozen men. A lot of steel and spells were flying around and the party was probably gaining the upper hand when Leo was pegged in several consecutive rounds by disintegrate rays. The tide may have been shifting against the party when Zoltan sealed the victory with a maximized cone of cold, shaped to miss his compatriots. Most of the opposition fell right then, some fled via teleport and one fled on foot. He was quickly run down. The group quickly looted the bodies and concealed them in the basement to delay suspicion long enough for them to leave town.
Back at the Brave Gaint another note was left. This time the Dwarf indicates he is willing to provide you the location of the other half of cloth - for a price of course. Potenzia sees to this over the next day while everyone else wraps up any business they have in Seavering.
Friday, October 12, 2007
To Seavering
The weather is good and winds favorable. You reach the Seavering docks in two and a half days. The situation is a bit different than the last time you were here. There are significantly more armed guards on the docks and a lot more bureaucratic-looking types. You are directed into a slip at the end of a pier and given the third degree before any of you are allowed to disembark. Even Potenzia with his official and possibly not-so-official papers has a hard time convincing the the docks stewards that he has legitimate business in Seavering. Potenzia, as Captain, is required to sign papers stating with the ship's home port, with whom he has business, where the crew will be staying and when you will be leaving. You are all informed of the current martial law requirements and that violating them is grounds for forfeit of property and goods, expulsion or even conscription.
"Have a nice visit."
You all head to the Brave Giant to make accommodations. After a quick bite and drink you decide to split up in twos, do a little scouting, meet contacts, and whatnot. All goes uneventfully and you meet back at the inn in a few hours. It's nearing night and you decide to stay in and not risk a curfew violation on your first day in the city.
Potenzia, unable to find the merchant at his home suggests the group checks out the warehouse early the next day at least so he can wrap up his purpose for being here as quickly as possible. You approach the warehouse and hear the clanging of metal on metal - a fight. You round the last corner and see five people trying to force their way into the warehouse through a partially open cargo door. Four of the five wear trappings of the Red Sash and the fifth of the Iron Hand - the two groups that make up what is effectivlely the city watch. The door is being held by a large (medium sized) man in heavy armor who is clearly defending the opening.
Monday, September 24, 2007
Into the Sewers
Several additional hours of trudging through the sewers of Southkeep into the deeper tunnels followed. Eventually Gruthdaal surprised the party as he approached them while clinging to the ceiling. Gruthdaal is a cross between a centipede and orc (think Centaur) but in the place of chitinous legs are muscular orcish arms each ending in clawed fingers that can firmly grip the rock. There were many rings on his 'fingers'. After some deliberation with Alorian doing the talking as only he knew orcish and the gift of a very beautiful gold and gem ring did Gruthdaal tell the group how to get to where they should be able to find the Abberant Misfits.
Another couple of hours were in front of the group. They moved from sewers into more dungeon-like tunnels where they were attacked by three dread wraiths. A few more hours and the party moved into even deeper tunnels that were very old and now unused sewers of some much older city. Pip was moving ahead of the group invisibly when he tripped an alarm wire. The group prepared for a fight.
They were first confronted with numerous amphibious humanoids wielding heavy pick axes. They really didn't present a challenge, but the crowded passageways did. Soon the party realized there were Derro involved as well (at least a rogue and arcane caster). A web spell further complicated movement. Alorian was able to most freely move and went forward. He was followed by Pow Duc, Pip and then Schweitzer. Once the Skum were mostly cleared out, the party went after the Derro rogue, sorcerer and several fighters. They too were not much opposition. Sometime during the fight a human in light armor stepped out from a room off the passage to monitor the fight. He eventually waved for others to enter. The Minotaur and Harpy the party encountered in the guard tower entered the fray. Pip was able to sneak up to the Minotuar and with Pow Duc's help eviscerate it. The lightly armored Mirvian said something to the Harpy about being incompetent and fled through a secret door. Pip followed as did the Harpy. Pip soon returned unable to catch them and not wanting to get completely cut off.
The party killed the reminding Skum and Derro, cast a few curatives and went after the fleeing misfits. The hall ended in a wide shaft that in turn led to an octagonal room. When the doors were touched the four large columns animated and the group fought off four very large gargoyles. During this brief fight one of them grappled Schewitzer and flew him to the ceiling some 60' and dropped him to the ground.
With that fight complete, a few more curatives were cast and the group moved onward. The doors led to a long hall. The far end was filled with fog. Moving through the fog around a corner, the group was blasted with first a fireball that sapped strength from Schweitzer and Alorian. A fight with a number of the remaining Abberant Misfits ensued. A Thri-keen warrior approached from behind the group with the Harpy, Medusa and Mind Flayer battling at the front. Schweitzer and Pip fell victim to the Mind Flayers mental blast rendering them less effective as they could only react and not take any initiatives. The Medusa was killed quickly. Then Agathor appeared out of no where and attempted to kill Alorian in one blow. The party took this as evidence that Agathor had in fact set them up the whole time and swarmed him. The Thri-keen was heavily wounded and the Mind Flayer came to its aid with a cure but it was not enough to keep it on its feet. Agathor fell shortly after. When he was dead, he turned back into an odd looking, gray skinned corpse (a doppleganger). The Harpy was still plucking away with arrows. The Mind Flayer teleported further down a hall and dared the party to follow before it opened the door and ducked inside. Pow Duc took him up but stopped short when he saw a huge hydra in the room beyond and started to retreat when it started casting spells. It caught Pow Duc in a force cage. Meanwhile the Harpy retreated into this next room also. Pow Duc used his dimension door ability to get out of the cage. Schweitzer, having just recovered from the feeblemind, joined Alorian and Pow Duc in another charge. When they got into the room, they could not see the Mind Flayer. Pow Duc went after the Harpy and the other two after the Hydra. Pip, having just recovered himself, followed up. As Schweitzer and Alorian reached the Hydra it started casting again - a lot. Pow Duc was again caught in another force cage. Alorian and Schweitzer were imprisoned in still another force cage cast at them. Pip, upon seeing this reached for his carpet and was climbing on when it went limp. The Mind Flayer, from improved invisibility, had dispelled the carpet momentarily. Pip fretted for a few seconds until the magic came back to his ride and he fled.
The Hydra cast a few additional spells, growing in size, wreathing itself in flames, and other less obvious effects. It then began to talk to its captives....
Friday, September 14, 2007
Instructions
Agathor relates the following information in a round about narrative. The Abberent Misfits have been operating in Southkeep for at least the last six months. They were responsible for several burglaries when they first arrived. I almost took the issue to them but then they stopped their above ground forays. It was known that they had the ability to petrify, but now it is known how. This has caused a bit of concern with the Watch as you can imagine. They have also been quite able to get people to do things they would not otherwise attempt. Some of the burglaries were more of a "voluntary" handing over of goods and then later "realizing" something had gone awry. Magic probably. Theses misfits have been operating in the sewers and the catacombs below that. I hear they are even in the old tunnels below that. I can not get you there, but know someone - or rather something - that might if he wants to. Deep in the sewers is a hub of sorts. It's a place we use to share information, goods, and other "services." You will do me the favor of forgetting about this place as soon as you no longer need it. Here you will find Zangretor at a place known as The Sludge. He will tell you how and where you will most likely find Ghurdraath. You will be on your own if Ghurdraath can't or won't help you. He doesn't understand common as far as I know - orcish and abbysal work to communicate. He also has an affinity for magical rings. He provides a valuable service in the sewers, so I would prefer you take a different approach than you did with the guard tower.
Agathor pulls a scroll out of his boot, unfurls it and points out a few places. It is a partial map of the sewers that shows you how to get to The Sludge. He hands it to you and says, "You can loose this too." With that he leaves. You are left alone in the room momentarily when a single guard enters. He walks to an oaken door across from you and turns a key in the lock. He then walks to your cell, unlocks it and leaves without saying a thing.
Wednesday, September 12, 2007
Interrogation
Several hours later Skovin returns with three others you have not seen. The two in heavy armor and tower shields he introduces as priests of Crestus and the other as the high priest of Nevron. He glances at you and says "I hope their services will not be required." You each nod in agreement. Skovin, with a new stern look, continues: "I do not think you have fully appreciated the difficulty you have created for myself and Sir Quai. Duty demands that we seek justice for your indiscretion. Honor demands that we recognize the service you have provided to this City and the Tilth." He turns to look directly at Pip. "Now, Master Pip, is the time for you to provide your explanation."
Pip relays roughly the following story: He had discovered that some people in his employ had, unknown to him, been involved in some illegal activity in Southkeep and that a nephew of the Merchant Prince was also part of this action. Pip figured that in order to avoid any more difficulty and given current events it would be better to simply and covertly make the situation go away to prevent a greater political situation from developing. He had had conversations with Agathor only to the extent of gathering some information and had received no further assistance. Further it is odd that with all the planning that went into the (Pip searches for a non-illegal word) liberation attempt that there was another group present who apparently have some interest in the Prince's nephew and that may have something to do with what he went back into his cell to get before being turned to stone. Sensing that he has mostly finished his tale, Schweitzer pokes Pip hard in the ribs. Pip finishes, "Oh yeah, I am immensely sorry we caused this situation and will cooperate completely." (Even though what he was thinking was 'I'm more sorry we got caught.')
Skovin asks each of the cell mates a few questions trying to get the turn of events correct. And after nearly two hours passes takes his leave and says, "We will talk more in the morning when we have confirmed your story."
You are woken in the morning by guards noisily serving breakfast - bread and water. None of you eat. Just less than an hour later, Quai and Skovin arrive. Quai reaches into a pouch and tosses you all some apples. Skovin shakes his head. They take turns covering parts of your story and tell you that everything checks out, so far. Quai informs you that Agathor was not happy to see him and that is something that you and he will need to work out. Quai also informs you that it seems as though you have done Southkeep a bit of a favor by flushing out the medusa. Skovin interjects emphatically that two wrongs however do not make a right. He and Quai get into a bit of an argument over the merits of strictly adhering to laws and and ideology versus taking a slightly more practical approach. It is fairly entertaining. They quickly finish their debate and almost simultaneously turn and say, "But, the ends to not justify the means." Skovin indicates they initiated some judicial actions through some non-traditional, yet he emphasizes 'official', channels and will be able to discuss the situation further later today. Quai mentions that you have been cleared of the sole death in the battle. It was the poison from the dagger of venom recovered from the hag that killed him. Those turned to stone are not strictly dead, but that is another matter to work out.
Later that day, Skovin and Quai return, this time with Agathor. Quai mentions that there have been a series of events today that have hastened the decision making about your predicament. Skovin steps up and says,"Here is what has been decided. This is not and offer per se and therefore not negotiable. The four of you will be fined a total of 25,000 gold pieces. Master Pip, your two associates will be held in their current condition and soon tried for the break in and theft they committed. You will be fined an additional 3,000 gold. This fine will pay for their return to a normal condition. In exchange for Southkeep not pursuing adverse actions against you for the guard tower break in and indirect responsibility for the petrification of numerous City Watch and death of one the four of you will immediately take up the search for the group known as the Abberant Misfits. Your equipment will be returned on your," he struggles, "'word' that you will not leave Southkeep until you have either determined where this group is located or have proof of their demise."
Pip, somewhat stunned that this day trip to Southkeep has now cost him nearly 10,000 gold pieces, sits silently. Pow Duc, having been silent through the whole order so far looks at Sir Skovin and says, "You have omitted any reference to Rebald Fath."
Quai steps in and says, "Indeed. That is a result of the events I mentioned a moment ago. I'll address that in time." He continues, "Sir Skovin was and I believe is still not convinced that your word is enough to be binding. I do and as I pointed out Pow Duc has a supernatural ability that while we could prevent him from leaving the City it would mean that he could not help you in this task." He turns to Skovin and quietly says something about practicality. He turns back to the four of you in the cell and continues, "The events that I referred to are three, I believe carefully planned, actions that had the effect of weakening the ability of one particular guard post to defend itself against an attack. What made this post special is that it is the one in which Rebald Fath was being held, or rather his statue. The result was that his statue was stolen. One of his arms broke off during the theft. The responsible party was the Abberant Misfits. One difference is that they were assisted by a human in medium armor. All reports indicate a warrior of perhaps Mirvian descent.
[more to follow]
Tuesday, September 11, 2007
Pip's Misadventure
The obscuring mist dissappeared to the surprise of Schweitzer and Alorian. Moments after it did, the two could see that three small demonic creatures had appeared in the street outside the tower. They ambled off to attack some approaching Southkeep reinforcements. Busy inside neither gave it much thought. Pip and Pow Duc continued downward. A spritiual weapon (dagger) appeared and attacked Schweitzer. He stuck his head far enough out of the entry to notice a Black Hag as the source. He decided to leave Alorian and deal with the Hag. Luckily he noticed a Minotaur with a large great axe hiding around the corner in time to prevent a vicious attack of opportunity. Schweitzer and the Minotaur started trading blows. Alorian was quickly wrapping things up inside. Pip and Pow Duc met additional opposition downstairs and were followed by several guards from the upper floor.
Several of the approaching Southkeep reinforcements now approached ambling along instead of assisting their comrades. As they approached the tower entrance, many of them turned to stone. The rest continued on oblivious to the battle. Another group of reinforcements now approached from the opposite direction, only to have most of their rank distracted like those that just walked by. Schweitzer and the Minotaur were dishing it out with the Minotaur scoring one devastating blow. Alorian had cleared much of the main floor including the guard captain. The cause of the stoning became apparent as a Medusa now approached the tower trying to get Schweitzer to look at her. A caster from the second group of reinforcements dispelled the silence. Schweitzer was instantly captivated by an eerie yet melodic song being sung by a Harpy flying around the tower collecting straggler Southkeep guards. With Schweitzer out of the way, the Hag moved in and stabbed a guard that Alorian was attacking. He was dead from the poison but didn't yet know it. Alorian withdrew to the lower level to inform Pip and Pow Duc and to help wrap things up. He was unsure of where Schweitzer had gone off to. Alorian was followed by the Hag, Medusa and Minotaur. Nearly each and every guard still standing in the tower was turned to stone as the Medusa entered.
The fight had mostly ended downstairs where Pip started unlocking cell doors while ignoring a guard that was trying to prevent him from doing so. Pow Duc cleared the stairs of the remaining guards. Pip found his boys and Rebald Fath. Pip doled out some potions and told them all to flee. Rebald went to the back of his cell and searched around for something. Before he and Pip's boys could drink their potions, the Medusa approached, turning them to stone. Pip, Pow Duc and Alorian closed on the Medusa. The Minotaur and Hag were not far behind but were having a tougher time negotiating the hallways. The Medusa told the "heroes" to leave Fath to them and flee before they met their fate. Not a group to take threats seriously, the fight continued. Now hurt, the Medusa cast invisibility and fled. The Hag took her place and was beaten to where she too withdrew back up the stairs.
Meanwhile outside, the Harpy continued to round up straggling guards when another group of reinforcements approached. All three heard her song, but shrugged off the effects. Inside the group pursued the Hag who ordered the Minotaur and Medusa to retreat. Outside, those two conveyed that message to the Harpy. As the three new reinforcements approached they ordered all to stand down lest they suffer the consequences. The Medusa, Mintoaur and Harpy fled.
Inside the Hag was nearly totally surrounded and in a last ditch attempt grabbed Pip with both claws, bit him on the shoulder and was preparing to rend him in two. She was put down before she could. Just after she hit the floor, a man in a green and gray cloak with arrow knocked in a large composite bow entered the tower only to be surprised by the sight of all the statues and three people he knew standing in their midst. Sir Quai ordered the three to stand down and drop their weapons. Pip started to explain and the order was repeated.
Schweitzter, having been released from the Harpy's song headed back to the tower to be met by Sir Skovin and another individual he did not know. He was escorted back to the tower with several of the other once captivated Southkeep guards. Once there he faced Sir Quai and said "I would like to report a crime." as he offered his wrists for shackles.
Monday, August 27, 2007
Getting There - part II
Meanwhile Ashmai and Fayed had made it to the opening in the second floor which they find empty. The orcs in the first floor of the tower start to pour out. Lido and Lucian hold this front. Farathin is providing cover for both Gammon and the the others in the rear. Fayed provides spell support from the second floor. The grunts are quickly killed. The barbarian orcs prove to be more of a challenge, especially as they are being supported by both divine and arcane casters. Some of the group presses into the main floors of the tower to finish the battle with the orcs.
Yorick moves into the main keep, opes a door only to see a large devilish beast standing guard at the bottom of a flight of stairs. He retreats and cast a few preparatory spells and returns the face the beast. With the door open, Ashmai who has been skulking on the second floor now hears the signs of combat from below the stairs and investigates. He sneaks down behind the beast to be confronted by a creature that was hiding. It too has devilish features including an overly large head with a huge smile of far too many nastily pointed teeth - not to mention the small pair of wings growing out of its head.
The battle in the tower is raging and by now the barbarians have been mostly dealt with. Only a shield bearing orc, a cleric and sorcerer remain. The sorcerer is becoming deadly as it unleashes numerous lightning bolds, scorching rays, acid arrows, and rays of enfeeblement, most of which do cold damage. Lido falls only to be revived by a cure from Fayed, Lucian is nearly dropped from ongoing acid damage and Farathin has to put down his bow and melee.
Inside Yorick, as he is casting a blade barrier around the large devil, walks past another hiding beast just as Ashmai did. These creatures simply attempt to touch their enemies and have some sort of will draining power that is mostly resisted. The blade barrier proves to be ineffectual as the large devil teleports around it. The good news is that with people closing on the beast, it is unable to use its monstrously large and wickedly barbed longspear. Gammon, having finally finished the giants with some assistance and a few cures arrives to help. The large beast is forced to flee which it does by teleporting away, leaving the cohorts better able to focus on the smaller beasts. The large creature returns a few rounds later to continue the fight. It again is forced to flee and again returns in a few rounds. By now the smaller beasts have been killed. The battle in the tower continues.
As the cohorst are finishing the large devil a man wreathed in flames appears at the top of the stairs and watches the battle for a short while. He then suggests that the cohorts accept their victory and leave. Of course they do not. Gammon approaches and the man closes. Gammon is struck by a deadly blow and luckily is able to avoid the full penetration of the blade. He then resists one spell before succumbing to an inflict critical wounds spell. Yorick keeps him in battle with a heal. Others that arrive start pegging this man with arrows as no one really wants to get too close the the cold flames. Gammon resorts to melee, taking nearly as much damage from the flames as he gives. The cohorts do a significant amount of damage to this man and he begins to become frustrated. He draws an exotic looking dagger and hits Gammon four times. Gammon hits the ground dead before the poison on the blade has a chance to take effect. Others close on him. He is forced to flee via a spell or similar effect.
Those in the tower have killed the cleric and shield bearer and only now, with several strategic withdraws and readvances are able to dispatch the sorcerer. Those in the tower note it a bit odd that the orcs never fled strategically, which they could have, but instead pressed forward.
The battle is over and the party has several casualties, including one dead and others near collapse.
Sunday, August 26, 2007
Getting There
The cohorts head east in search of tracks or other tell tale signs. They find none.
Day Two
As you get up, Farathin notices smoke NW in the distance. You hastily break camp and head out only to discover a burnout farmstead. A search of the immediate area reveals the corpses of the farming family and some dead animals. Large animal corpses are conspicuously absent. Someone discovers the signs of something(s) large being dragged NW. Investigating you come across a small group of orcs camped out in a copse of trees. As hort fight later and they are all dead. Yorick held the last one who was running away in hopes of getting some information, but it broke the hold and Ashmai finished it. There were about a dozen orcs, most of no note. There were two large orcs viciously wielding greataxes who were practically dead on their feet before they fell. The last was a more deliberate orc with heavy sheild and scimitar. This bunch had slaughtered some cattle and stuffed the meat into several large sacks.
You follow tracks further NW trying to find out where they cam from. Night falls. Late in the evening those on guard notice an even larger band of orcs and a black rider. You quickly recognize the beast it rode as a nightmare. As the orcs closed, this rider moved fast back and forth through the group lancing people on the way. A few spells and the grunts were no more. A few more barbarians and another sheild wearing orc were a bit more difficult as they were aided by a cleric who never fully approached the main battle. Ashmai was finding that the orcs were skilled enough in combat that he was having an impossible time getting a sneak attack to land. An arc of lightning from Fayed severely hurt the nightmare and it faded from view and then flew off. Yorick, who had true sight, watched. In the morning you find the path that the band had taken to get to you and it was not in the direction the rider and nightmare took. You figure it was simply fleeing.
Day Three
Uneventful
Day Four
You realize you are heading more north and getting into softer ground. You spot some large creatures rooting around in the undergrowth. Ashmai sneaks up expecting bears. He was partially correct. less than 30 feet in front of him are six owlbears. An easy fight later and they are all dead.
Day Five
Uneventful
Day Six
Near dusk as you start turning you attention to finding a place to camp, you notice a large mansion off in the distance. The group moves up for a closer look and you spot at least one giant patrolling the grounds. Fayed turns into a small bird and scout ahead. He reports that there are several breaks in the main floor walls of the keep and a large opening in the second floor of the tower. The group approaches on foot noting that some of the ground may be too treacherous for horses. You dodge the glances of two patrolling giants and get fairly close before battle ensues.
More in the next installment...
Thursday, August 23, 2007
Cohort Setup
Schweitzer and Alorian, who are based here as mentors, head off on a prolonged tracking mission after receiving some information from Leo in Marnot. Alorian returns alone after nearly a week and informs the cohorts that there seems to be a large band traveling from near Seavering this direction destroying and killing along the way. Alorian knows there are at least a score, but of what he is unsure. The cohorts report they have not seen or heard anything like that. Alorian and the cohorts search the area around Crossway a bit but find nothing. The next day Pow Duc arrives from Marnot and informs Alorian that the group is gathering in Rastgoth and that they are supposed to wait for Leo and Iam. Those two, along with Iams' mount, pop in later that day. The cohorts are given instructions to start a larger search for whatever it was Alorian and Schweitzer were tracking. Iam hops on his mount and flies off. Leo shouts after him “Race ya!” and grabs Pow Duc and Alorian and ‘pop’.
Friday, July 27, 2007
Current Affairs in Seavering
The Three main players in the new administration after the former ruling family of Seavering is assassinated are the Money (Constantin Rhodes) the Aristocracy (Contessa Sassrinae Rhiavadi), and the Might (Mayor Giovanni Vicci).
Criers went through the streets with news that the Countess had assumed authority over the city. She and the Mayor would be addressing the city. At the rally they overlooked a central plaza from the parapets and declared that Peace and Order will be maintained. In the background are Rhodes and Markosian, along with a score of followers. It would have been sheer suicide for the PCs to try anything.
At the rally the 2 leaders declared that the devils had left the city for parts unknown after savaging the Baron’s Keep, slaying the ruling family to the last and all their retainers. The devils had then descended upon the temple district where they tore down and burned several temples, and then a portion of the slums. The devil horde has vanished, but the Countess will demand answers from her finest wizards and priests led by her Consort Christophe Markosian to determine where these foul creatures came from and how they can be vanquished once and for all. Immediately she declared Marshal Law over the city. Her hired Mercenaries and those of the Rhodes Cartel will assist the Mayor and his force of Constables in maintaining law and order through out Seavering.
Marshal Law in this case means that any officer in the Constabulary can mete out punishment to the guilty without trial. She also declares that as a symbol of hope to the city the
Lastly, she declared that any vagrants or travelers who cannot claim employment within the walls of Seavering will be subject to conscription into a new standing army of Seavering. So that this nightmare and the destruction in Miggin will never happen again!
Tuesday, July 17, 2007
Synopsis 2.1.0
The group of hardy heroes was all set in motion by the urging of the Merchant Prince of Rastgoth. He had allied himself to the new Baron of Miggin (since his son was now married to Conrad's cousin*), and set an army against the armies of the Tilth. The army of the Tilth crossed into Miggin to restore order. Conrad of Miggin declared this an invasion and took up arms in Marnot. The Tilth army set up a bloody siege of Marnot. The Rastgoth army marched west and met the Tilth army in the field. The Rastgoth army, poorly led and outclassed was easily beaten and routed east. That night, a second attack came from the west out of Miggin Wood, as an army of undead led by the Necromancers of Necros crushed the Tilthian army and sent the survivors to rout.
Iam was encouraged to trade the Rod of the Fane for a large sum of money, which his agents assured him, could be used to garner a mercenary force to move into Miggin and thereby attack Baron Greaves. Iam would then marry a minor relative in the Greaves line from somewhere and gain legitimacy.
While this was occurring assassins slew the Baron of Arden, under the guise of Lord Quai. Their plot was traced back to the workings of a fanatical half orc wizard who wore a ring with a white snake eating its tail, and a beholder. Baron Arden's body was eaten by said beholder so un-raisable. His Barony on the edge of Miggin was thrown into turmoil as vassals feuded and warred.
Iam and his army of mercenaries from the north (Ron Marl to be precise, which JP and Pip acting as emissaries secured, along with the payment by the Merchant Prince of Rastgoth of 250,000 gps payment for the Rod of the Fane, an artifact linked to the sphere which destroyed Miggin and set off the warfare and chaos) had a stalemate imposed on them by the Tilth. Baron Greaves and Lord Grim are not allowed to attack each other or by proxy. If they do the Tilth will attack the aggressor, meaning their sure destruction. A truce between the Tilth and Miggin has been sustained with Baron Conrad of Miggin agreeing to pay taxes, and in return those taxes are to pay solely for the Gray Bolt Mercenary Army to patrol the lawless lands of Miggin. In no other way will Miggin by under the control of the Kingdom.
Iam is now in control of a sizable chunk of Miggin and the town of Thorpe, and has agreed to be a vassal of Baron Conrad ('the younger', since he is all of 22). His closest ally is a former vassal of Baron Greaves who turned coat at the Battle of Thorpe's Crossing. Uthront, a half orc who has to date not met Iam in person, leads a band of rebel half orcs under his banner. Uthront gained fame under Baron Greaves as a ruthless yet wild mercenary and is renowned for creating several new battle maneuvers. He had been promised the portion of Miggin Iam now controls, but let the Doom Legionnaires take the lands instead. Doing so was a standard move for Baron Greaves, have a supposed third party attack, and then bring in his forces to 'bring the peace'. But in this case the Doom Legionnaires had gotten so powerful, and with no opposing authority to act against they were assumed to control the portion of Miggin for good.
The 'Goddess' Talakara has a neutral position with a small isolated town on a high cliff overlooking the river to Iam's south. She is powerful, and her people talk of her as 'the goddess in white' and her symbol of a white snake eating its tail has blossomed in the region. So far Iam's folk and the group have had little contact with them.
Back in Seavering, where Iam's army landed and headed up river. The group had uncovered a plot to unleash a devil in a vile ceremony, and failed to stop the aspect of Asmodeus from being unleashed by a band of Pirates. The town itself was set upon by a horde of Devils under a pit fiend, and the Baroness of Seavering was slain as were all loyal to her. Weeks after a Countessa arose to take the reins of power.
Lastly, while the group of hardy heroes was in the chaotic city of Seavering, they met with the Abbot Ulric and Adolphus, two old friends from Wittenshire in the north. Adolphus Frost was on a mission to bury his son - Tobias Frost, the rogue son who led the assault on the Iron Fane, the artifact which destroyed Miggin. In return for burial outside the city next to his mother, Tobias would tell them of the greater conspiracy. Abbot Ulric spoke with the dead man; here is the questioning as written:
PART FOUR: THE GRAVE OF TOBIAS FROST
When the grave site of his mother is found Adolphus and Ulric will take out shovels from a pack and start digging a grave. After 2 hours they will be finished digging and will cut open Tobias’ bag to expose his face. Since the PCs slew Tobias they will suggest if they want to listen in that they remain invisible.
Ulric will cast Speak with Dead on Tobias.
“We have done as you asked Tobias. You will be laid to rest next to your mother - Marietta. Now answer our questions true.”
Question 1 “What was your purpose in seeking the Black Egg?”
Answer 1 “Orders had I to join the rod and Egg and gain mastery of the Sphere.”
Question 2 “To what purpose?”
Answer 2 “To rule over the shattered lands of the South, raining hell born drakes upon the land and to send it into eternal darkness.”
Question 3 “Whom were you working for and with?”
Answer 3 “My Grandfather, Dark Lord Zebedaster Frost bade me to seek the egg. With his half dragons did I conspire.”
Question 4 “Where is Zebedaster now?”
Answer 4 “He rules over the accursed orc city of Chon Dath to the south and east.”
Question 5 “Is he the master of the Black Dragon Brigade?”
Answer 5 “Yes”
Question 6 “Who are his main allies and what are his plans and goals?”
Answer 6 “‘The Devil behind Thrones’, ‘the Living Goddess in White’, ‘the Iron Baron’, and ‘He who lives in Flame’ are his main allies. He plans to unite the south into a new Kingdom and in the process ascend to godhood.”
Question 7 “Don’t give me riddles, give me their real names!”
Answer 7 “Their names are Markosian, Talakara, Greaves and Tyranthraxus.”
During this all the group also met with Sirianna the green, an agent of Svarus, Cirus a hunchback and agent of Tonalil Silversword, and through them they were able to utilize a magical gate under a waterfall, operable only by means of Bard Song, which led directly to Svarus. The heroes treated with the leaders of Svarus and revealed all they knew, and in return the elves traded with them and supplied their army with scarce food.
The band of Heroes led their mercenary army west in boats and under cover of night skirted the clifftop top of South Fork. The army sped north. While foraging for food Alorian’s elven scouts found a band of orcs foraging. The army traced them back to a larger band of humanoids, Orcs, Ogres and Hill Giants in a ravine. They large force of Mercenaries outnumbered and quickly slew the 160 humanoids.
This was just a precursor of the larger battle to come. For they found Thorpe was occupied by an army calling itself the ‘Doom Legion’. A bridge had been built across to Uthront’s Fort and a force of half orcs was also present.
During the night a half orc approached the mercenary heroes of Rastgoth under a white flag and offered to negotiate a deal between Uthront and Iam. Uthront hated his orc parentage and was outraged that Baron Greaves gave the lands of Thorpe to the Doom Legion and to add insult was employing orc mercenaries. Uthront meant to succeed from the Barony, to do so he would need allies. By the time dawn was a glow in the night sky Iam had considerable intelligence and an agreement neither his forces or Uthront’s half orcs would attack each other. Also assuming Iam won, the two would become allies and come to each others aid should wither be attacked.
The battle of Bloody Thorpe began the next day and before it was done Iam’s force would lose 1/3 of their men and the Doom Legion was scattered. Their leader and sub-leader captives, and their spiritual leaders, the clerics of the Doom Prophet were killed to a man.