Showing posts with label Campaign Journal. Show all posts
Showing posts with label Campaign Journal. Show all posts

Wednesday, October 21, 2009

Chapter 5: Old Friend, New Enemy

After a frightening bridge encounter with a Beholder and an Elder Primordial Beast, the party revives their guide and seeks out shelter to rest for the night. Using unseen abilities, Vadriar is able to find a strongly fortified cave with which to rest in but it was occupied by a party already...

Digging their way into the cave, the party was met by two derro and a goblin, completely absorbed in a small game of goblin jacks. Picking his head up to see who was intruding on the fun, Po Tam Gum, rogue prodigy, realized it was his pevious adventuring group. Excitedly reuniting with old friends, the group went over their current situation and where they were going.

After an extended rest, the newly formed party continued through the underdark pausing only to examine a strange slime found on the stalagmites. Vadriar identified it as fresh Aboleth slime and began to consume the slime in small doses. Following on his lead, the rest of the party downed the slime and were quick to realize they could no longer breath in the air around them. Breathless but still calm, Vadriar jumped into a nearby underground stream which plummeted shortly into a massive underwater cavern. Fully submerged in the underdark cavern, the adventurers were able to breath underwater from the temporary gills the Aboleth slime had gifted them with. The one time site of a megalopolis long forgotten, buildings and settlements now lay suspended underneath the crushing force of underdark waters. Upon exiting the depths of the freezing water, Vadriar (the first one out of the water) handed each party member a mysterious herb which was able to subdue the effects of the Aboleth slime. The successful and dangerous journey through the underwater cavern was quick lived as the group stumbled across several dead bodies of grimmerzhul dwarves.

The brief investigation lead them straight into the layer of an Aboleth and his minions. Dominating the minds of his slaves, the Aboleth known as Leviticus quickly attempted to take over the team through psychic attacks and physical force from his minion brutes. Devastating dailies rained down on Leviticus and he was quickly overwhelmed by the party. Moving through the caves of the Underdark, the adventurers found more and more carved stone and other forms of civilization. The journey to Phaervorul was almost complete.

Chapter 4: Journey through the Underdark

Traveling the Underdark was like entering a new realm; Gone were the familiarities associated with the Labryinth as never-before seen creatures replaced arcane directions, undiscovered foto-lichens instead of sustainable resources, and neutral-friendly monsters interacting with curiousity rather than malice.

Without pausing to explain certain Underdark phenomena, flora, or fauna, Vadriar pressed on only mentioning to "keep quiet" and "pay attention". Traveling for hours in relative silence, surrounded by the black void of the Underdark, the group reaches an open hallway filled with giant statues of long forgotten beasts and demi-gods. Taking their first break, Vadriar informs the group that they will soon enter a cavern of unimaginable size and must cross a small bridge, roughly three miles in length, to pass to the other side.

Dimming a trail of everburning torches, Vadriar begins the trek across the bridge, warning the party to be extra quiet and not to emit any light sources. Halfway through, Vadriar abruptly stops as a large, floating head, wreathed in eye-stalks, blocks the way. Attempting to appease the Beholder, Dag asks the mighty and powerful Abberant what it is doing on the bridge. The beholder introduces itself as Lamentations, a powerful and demanding being seeking the lost relic of Ithiqua. Producing the item for the Beholder causes a spark of excitement, lighting up the cave momentarily with its many eyebeams. Just as soon as Lamentations asks for the relic, an elder primordial beast of the rock rises from the infinite depths of the chasm to swallow the Beholder whole.

Stunned and in awe of the 1 mile long rock leviathan, the party stands still on the bridge as it braces for impact from the gale force winds produced by the beasts wings. Vadriar and Van Gibson are sent flying off the bridge while Unsung, Dag, and Leudo are slammed into the rock bridge. Thohand withstands the full power of the wind and asks for divine assistance from the Raven Queen to save the now unconscious guide while Van Gibson manages to catch himself on the edge of the bridge before falling completely into the void. Sensing the beast may make a turnaround inside the chasm, the team runs the rest of the way across the bridge, carrying their unconscious guide to safety.

Chapter 3: The Guide

A brief encounter with Valthruun had the group in high spirits as they sought out a guide to take them through the Underdark. The group was very experienced navigating the Labyrinth but had never taken the Deep Stair down into the realm of the Underdark. Finding a guide proved to be simple enough as only one man had ever been to Phaervorul; Getting him to lead the way was another story.

Just a few questions asked in the Seven Pillared Hall led the group of adventurers to Rothars Taproom; the lower class, no frills bar of the Hall. There, they found Vadriar, the sage, drinking with an eclectic group of foul smelling humans and goblins.

Getting down to brass tax, the group could not offer Vadriar enough to guide them through the Underdark. He claimed the trek, "too dangerous", and "not worth my life" to lead a few lunatics looking for glory. Using intimidation factors led by Dag, they eventually convinced the filthy man to take them to phaervorul. Seeing as he would rather live now and die doing what he loves (exploring), rather than dying now and not living later, he begrudgingly took up the torch asking for an outrageous fifty percent to the group earnings.

Before the group began the slow climb down the Deep Stair, Vadriar made one attempt to remind the party that they needed something of value to offer the Drow to let them into their enclave. The group seemed to think they had something of value to offer the Drow and opted to begin the long journey to Phaervorul.

Chapter 2: Consult Mystic Sages

Back in the Seven Pillared hall, all is as it seems. The Mages are in occupancy of their tower, Rendil Halfmoon is still quite alive, and the events that previously transpired in the Seven Pillared Hall all seem to be undone.

A visit to the Mages of Saruun was not something the party actively enjoyed but business was business and a staff needed to be returned. The Mages were a little less cold to the party as they had successfuly recovered the lost artifact however, with the combined social skills of Alfirin Dag and the arcane tension of Van Gibson, the mages soon asked the party be on their way after the reward was issued. Needing to research the arcane library of the mages, Van Gibson stayed in the tower to find information on the dream and the mysterious holy symbol found in the sarcophagus.

After hours of research and a few interruptions from some upset mages, Van Gibson found the dream the group experienced was actually a Greater Dreamscape ritual. The components and the arcane abilities needed to cast the ritual were of untold evil and power. As for the holy symbol, the long forgotten deity was of the far realm variety, going by the name of Ithiqua. Satisfied with his research but still seeking information on the embryo affliction, Van Gibson went into the components closet of the Mages of Saruun and began the Consult Mystic Sages ritual.

From out of the depths of the demi-spell, an old friend appeared, floating on an arm chair and smoking a pipe of bubble tobacco. Valthruun, the prescient, was happily surprised to see Van Gibson and answered his conundrum about the affliction. Though elements in the Greater Dreamscape ritual were completely fabricated, the affliction was quite real and potentially lethal. The necromantic prowess displayed in the ritual itself led Valthruun to believe that the embryos could only be removed by someone with great necrotic abilities. Running out of time in the ritual, Valthruun offered another meeting with the entire group back at the Mages Library.

The next day, the party rode their way into the tower on bubble steeds, phasing through the arcane defenses of the tower and then insubstantially passing through the physical tower itself to find Valthruun welcoming them and several Mages of Saruun suspended in animation. Valthrun then transported them into the library where Thohand set up a ritual cottage inside the library, much to the delight of Valthruun ("Ah, excellent thinking Thohand!" Stroking his beard with a bit of a chuckle). Valthruun explained the affliction as no laughing matter and that it may be important to seek out the town of Phaervorul (to see if anyone was still alive there) and Zirithian (to see if the embryo's were real).

Bidding a fond farewell to some of his favorite drinking buddies, Valthruun mentioned finding a guide through the underdark. As the party was teleported back outside the mages tower, Valthruun, wanting to join in on the fun, quickly permified the ritual cottage before departing.

Chapter 1: The Ritual

Upon their return to the Seven Pillared Hall, the adventurers find that the Mages of Saruun, who are so aptly ready to cast arcane justice at the slightest infraction, are suddenly unavailable for call. Getting other odds and ends done, the party frequents their local haunt in the halfmoon inn to grab a drink and relax after a few days in the Thunderspire Labyrinth.

The halfmoon inn is a buzz of activity as the party finds it's way to their regular table. Rendil Halfmoon does not appear to be his usual self as he delivers drinks to his favorite patrons. Further inquisition creates more suspicion as to the goings on inside the Halfmoon. Van Gibson notices his gift to Rendil, an artistic representation of the endless tunnel of planes, has been tampered with.

Before further analysis of the situation can be had, a loud crash is heard from the bar area as glasses shatter on the floor. The skeletonized body of a halfling is thrown into the dining area, turning to dust when it impacts the stone floor. The patrons of the Halfmoon flee the scene leaving only the party and a magnificently garbed drow as the sole occupants of the inn.

The drow noble introduced himself as Zirithian and proceeded to make petty talk with the adventurers. He briefly mentioned that a cursed item had changed possession recently, afflicting it's new owners with demonic embryos. Fatigue, coughing up blood, and a demonic mark would all appear before the complete maturation of the embryo which would lead to eternal servitude in undeath. However, upon discovering the newly afflicted party was so strong, Zirithian offered a cure and in return asked the adventurers to travel to Phaervorul and defeat the Drow Matron Urlvrain. Requiring a demonstration of skill and prowress, Zirithian challenged the party individually to show their might. When Leudo laid out divine might on the vampire, Zirithian retaliated on the elf. Dag intervened with his own divine abilities and took the fall for his comrade as he was skeletonized and dusted in one swift action; Deader than a door nail.

Shortly after, the party woke up one by one, in the Thunderspire Labyrinth, at their own campsite, with the staff of gladstone still in their possession and Alfirin Dag very much alive. Questioning the reality of what events really transpired and what events did not, the team hurried back to the Seven Pillared Hall in hopes they would find answers to the myriad of questions that had arisen.

Tuesday, October 20, 2009

Previously: On DnD

Deep within the labyrinth, we find the party mid-mission, seeking a rogue wizard and a relic of great importance to the Mages of Saruun. Given an enchanted silver dish that seeks the relic, the adventurers are closing in on their target.

Discussing final mission parameters with the team, Thohand briefly wonders how such a hodge-podge party of adventurers have come to work together. To his side, Alfirin Dag, kneels on the dirt floor, wearing a set of enchanted stone glasses, reading the runic and arcane symobls that litter the walls of the labyrinth caves. He brushes his dwarven beard to the side as he grunts with frustration. Labyrinth directions are usually meaningless and this particular batch were of the norm. 'Dag' has been with the party since the very beginning, routing the undead of shadowfell keep and working his way to Thunderspire moutain alongside Thohand. Of all the Paladins Thohand has met during his clerical travel, none have been able to withstand such horrific beatings as Dag and keep coming back for more.

A little ways back, Van Gibson is busy dictating to his homunculus the various ways in which the Mages of Saruun are incompetent fools, allowing a rogue wizard to steal such a powerful artifact from their tower. It didn't seem to bother Thohand that the old wizard wasn't paying attention to the mission synopsis. The wizard's arcane power was incredible, no matter how frail his outside appearance seemed to be. To Thohand, it seems like only yesterday that the old wizard fell from an arcane portal in uncharted labyrinth territory, spouting off about some arcane madness, a tunnel of endless falling, and an atrocious estimation of time.

And then there were the two new bloods. Worthy but unproven additions to the team. On one side was the lithe and agile Avenger who called himself Leudo. No elf Thohand ever met had been so indifferent about associating with dwarves or anyone for that matter. And on the opposite spectrum was the gentle giant Unsung; the Warforged fighter who would just as much dance to the sounds of battle as hack off arms and heads. The machine was sometimes unreadable but at this moment in time, it seemed to be focused on the events about to transpire.

The tunnel gave way to a giant cavern revealing a small house auspisciously placed atop a plateu of stone. Perplexed at the structure in the middle of the cavern (having never seen a well constructed shelter in the labyrinth), the adventurers approached cautiously. The small shelter was not what it seemed as one secret passage led to the next, taking the party further into the underground. A final set of stone spiral staircase led to the dungeon floor where they found the rogue mage impaled on the staff that they were seeking. Adventuring farther down the dungeon hall, they confronted Jim Steel, a vampire with a desire for comedic appeasement, and his mind puppets. A brief battle ensued and it was clear that the vampire and his minions were outmatched. Bloodied and aggravated at his futile attempt at jokes, Jim Steel returned to vapor form and fled the hall, leaving his minions lifeless in their tracks.

After the battle, the team compromised the sarcophagi of their possessions, among them, a holy symbol of a deity long forgotten. Finishing off the minions, the adventurer's headed back to the Seven Pillared Hall to receive their reward...