Showing posts with label Forkbeard. Show all posts
Showing posts with label Forkbeard. Show all posts

Tuesday, March 23, 2010

The Westgate Extraction – The Dungeons

Characters: Alyssic, Aramir, Forkbeard, Kylan, Sentalial, Vexander

NPCs: Olive Ruskettle, Pretorius the Orator, Jamar the Actress, Kysaer Whitemantle, and Highlord Abbot Grigor Khazaar

Synopsis: Trizoon leaves the Tower to check on the progress of the evacuation of refugees. He encounters Vexander and directs him to rendezvous with the group at the Tower. As the group discusses their options they meet the cleric Kylan who has been lying low during the occupation and witnessed the assault on the Tower. Kylan offers his services and immediately begins healing the injured party. As Vexander reaches the group, they are attacked from the stairwell by dark elf. Aramir succumbs to the poison but with the new healers present is quickly revived.

The group gives chase down into the depths of the hewn stone dungeon beneath the tower. The drow beckons the group into her domain and sicks mutilated undead beasts upon them. Outmatched and out-maneuvered, the drow succumbs to Forkbeard’s axe, but not before calling up her goddess Kiaransalee to resurrect her. Her words cease flowing as her head rolls on the floor.

Entering another chamber, Sentalial is quick to react to opening a wrong door. Slamming the door shut, the paladin prevents a massive acidic ooze from pouring into the room. They decide to explore an alternative route that leads them to a devil sentry. Stony spikes protrude in every direction from the creatures body as he immediately impails Sentalial, dragging him away from the group. Finding new targets the devil releases his catch and engages both Forkbeard and Alyssic. The grapple totters back and forth, but Alyssic and Sentalial bring their holy blades to bare and destroy the devil.

Continuing on the chosen path, the group comes across a vandalized statue of Kelemvor in a large octagonal room and hears the cries of the prisoners from beyond the chamber’s doors. A dingy corridor is lined with prison cells, but before any inquiries can be made, the group is attacked from both sides by flying devils. Forkbeard frees a prisoner and drafts him into war, only to find that the man abandon the battle and run for the exit. Unwilling to watch his enchanted axe vanish with the man, Forkbeard tackles him and returns him to the cell. As the group splinters to deal with the devils, Kylan unleaches a barrier of magical blades that destroy two of the flying devils, while Alyssic and Sentalial vanquish the remaining enemies.

From behind his cell door once again, Kysaer Whitemantle pleads for his freedom, begging for the group to let him go. Forkbeard is willing to let the fool rot, but Alyssic and Sentalial urge him to exercise restraint. The freed prisoners make for the Tower exit where Whitemantle is released. Moving quickly to the Water Gate, the group finds Trizoon and Merisio holding off several red guards while protecting the egress. The soldiers flee once the other arrive. Pretorius quickly addresses the refugees that have gathered at the Shore and instructs them to follow their liberators. It is a mad dash to the invisible portal entrance, but the refugees move through, believing that they are to discover a new home.

Encounters: drow arcane blackguard, two necrosis carnex, corrupture, stony devil, and four spine devils.

Achievements: defeated the guardians of the prisons, freed the voices of the oppressed refugees and slaves, and evacuated the refugees of New Kelvin and Shore survivors to Delzimmer.

Wednesday, March 10, 2010

The Westgate Extraction – The Tower

Characters: Alyssic, Aramir, Forkbeard, Sentalial, Trizoon,
NPCs: None
Synopsis: With the office level silent, the Defenders of the Dragon Coast stand in the Tower of Westgate facing two flights of stairs. There is some movement coming from the stairs leading to the upper floors of the Tower. Aramir turns to the ethereal and steps as a ghost to the upper echelons of the structure, encountering the armory level, the barracks level, the war planning level, and finally the treasury. Surrounded by wealth of great magnitude, four guardians adorned in black armor move to attack Aramir before he can extract himself from the room. The halfling escapes, returning to his allies to alert them of his findings.

Moving to the top of the stairs to assend the tower, the group is greeted by an awaiting platoon of red guards. Arrows bounce off their armor as the Defenders lay waste to the soldiers. Another set of stone stairs leads them to an almost vacant armory. With nothing ripe for the taking, the group continues and enters the barracks completely devoid of life. Moving quickly through the barracks the group encounters two more red guards foolish enough to stand their post. Evidently the wrath of their commander is worse than death as they fail to surrender and are quickly dropped. The next set of stairs is protected, but this time two green guards stand opposed to the party. Charging up the stair to meet their temporary roadblock, the group again lays waste to the Tower’s sentries to reach the conference level. Abandoned war rooms and vacant personal chambers offer nothing of value. But Aramir’s description of the treasury guides the party to the highest level of the Tower despite Alyssic’s misgivings of their direction. There is no sign of the prisoner they seek, Pretorius the Orator.

The wide circular hall provides access to the treasury door, but Aramir’s skills are foiled by the lock. As the halfling continues to work the door, the group is surprised as the black guards from the interior pass through the wall and engage in combat in the hallway. It becomes apparent that they are not dealing with the living as their weapons pass through the specter knights. Surrounded, the Defenders use what they know best: brute force. The tactic works well as two of the specters are defeated, their armor and bodies vanishing in a cloud of black dust and soot. But the black guards’ bastard swords strike true with a better frequency than the Defeners’, and Sentalial succumbs to the blows.

The fallen paladin draws the ire and rage of the specter knight as it foregoes its defense and moves over Sentalial to deliver a coup de grace. Forkbeard and Alyssic both succeed in striking the undead guardian and destroy it, saving their friend from the afterlife. Focusing on the remaining foe, the Defenders defeat it and revive Sentalial. They gain access to the treasury and find a vast accumulation of Westgate’s wealth, platinum and gold coins stacked neatly and art and gems categorized in some fashion. It is likely that this represents the plundered monies of a large part of the city, seeped in the figurative blood of their previous owners. With the economic life of Westgate in their hands, the group stands at the highest point of its grave.

Encounters: five red guards, two red guard sentries, two green guards, four specter black knights
Achievements: defeated the reserve sentries of the Tower of Westgate and secured the stolen wealth of Westgate.

Friday, February 26, 2010

The Westgate Extraction – The Plan

Characters: Alyssic, Aramir, Forkbeard, Sentalial, Trizoon,
NPCs: Julbin Cometstrike, Mintassan the Planeswalker, Kyra, Merisio, Lt. Rizzi, Sgt. Rodney
Synopsis: Returning from the doomed Skarwall Keep, Alyssic recruits her allies for an impossible mission. They must journey to Westgate with Mintassan, plant the portal seed outside of the city walls, get into the city, discover the location of the New Kelvin refugees, and then evacuate them before the ravages of war take their lives. A desparate Alyssic relays unconfirmed rumors that devils and vampires vie for control of the city, with the result of the citizens of Westage fodder for the city’s occupants. She was unable to save New Kelvin, but she will do everything to save the people.

Familiar with facing the incredible the group is escorted by Mintassan to Westgate via the Plane of Shadow. While in transit shadows twist and crawl in every corner. Something is amiss, but nothing can be investigated now. As quickly as they arrived, the party vacates the Plane of Shadow and find themselves on the outskirts of Westgate. Mintassan quickly plants the seed, saying that they must wait an hour before the portal grows. He must move alone back to his home to retrieve precious maps of the planes, but they can use the portal to journey to Delzimmer. Whatever the group does for now until then, they cannot use the portal to vacate the Dragon Coast before one hour.

Remaining near the Shore, they spy a decrepit shanty town, home to the surviving drifters and homeless. With magic to disguise themselves as Blackguards, the group moves below the cliff face of Westgate through its poor outskirts. Bodies lay impossibly still, victims of starvation and lack of sufficient shelter. Sentalial speaks with the emaciated Kyra, herself a refugee of New Kelvin. Classified as “unfit” many of the refugees were sentenced to exile by the new regime. With no manner to leave the city and faced with the certainty of death by exposure, the exiles have congregated at the Shore. Kyra says that dissenters and representatives of the New Kelvin refugees have been rounded up and put in the prisons of the Ministry of Truth. Among them is Pretorius the Orator, a charismatic outspoke opponent of the Dragon Coast Alliance. The people will follow Pretorius, if he is still alive. The paladin of Torm instructs her to gather all survivors, for within the hour they will find a new home away from this disaster.

Maintaining the disguise the group winds its way up the cliff face to the north gate of the city, the Water Gate. Numerous guards run across the parapets; war is set to begin as an army has gathered outside the West Gate and Mulsantir’s Gate to lay siege to the city. It is the forces of the Circle of Holundi. Sentalial bypasses the two rear guards with intimidation and bravado, and the group enters the city. Inside they observe the massive deterioration of the Dragon Coast’s most famous city. The docks are annihilated, the warehouse district is all but vacant, and all of the city’s activities are focused on the assault. Using Kyra’s information the group moves to the warehouse owned by House Urdo. Moving to the interior they find able bodied men rounded up in pens as slaves under sword of a platoon of Reg Guard troops. Sentalial has had enough and engages the guards. The rest follow suit and the slavers are killed.

With the guidance of Trizoon’s word, the freed men mobilize under one Merisio, who then speaks of the Ministry of Truth. It has been relocated to the Tower, the five-story structure at the center of the city adjacent to the marketplace. The slaves number about 150 and identify the warehouse of House Cormaeril as another location where the sickly slaves have been rounded up. The liberation is quick and instructions are handed out; they must ready themselves to vacate the city via the Water Gate, where a portal awaits to take them far away from this hell hole. Remaining in disguise the group leaves the motivated slaves for the Tower. The city is under attack, the cause that the interior guard is disoriented and frantic. The five Black Guards realize their superior ranks and move rapidly towards the Tower.

On the approach they observe several platoons vacate the Tower. More disturbing is the drawn and quartered human, the remains atop pikes surrounding the Tower. Trizoon identifies the remains as interim Croamarkh Durgar, paladin of Tyr, most likely displaced by the Dragon Coast Alliance and forces of Mystenaculis. Passing through the portcullis they find the open level in complete disarray; a receiving guard moves papers frantically across his desk and a platoon of Red Guard stand at the rear, defending a stair case leading up. Lieutenant Rizzi questions why they are at the Tower. His face goes crooked when Sentalial issues a prayer to Torm asking for his god’s blessings.

Sgt. Rizzi lowers the portcullis and shouts the alarm. Sergeant Rodney leaps from his post and charges. The Red Guard platoon splits to flank the imposters. The battle is violent as the party splits to deal with the multiple fronts. Sentalial and Trizoon duel on one side while Alyssic and Aramir fight the law on the other. Forkbeard throws caution to the wind, happy to battle the living. The dwarf stone lord challenges the head guard Rizzi, but is on the receiving end of crippling blows. Blows exchange as blades find both shields and flesh. Alyssic ruins Sgt. Rodney and the majority of the Reg Guard falls to the blade. Rizzi retreats, pulling the battle towards the stairs heading down. The desperately bleeding Forkbeard gives chase unwilling to let his target escape. But the man lands a lucky strike, dropping the dward to the flagstone floor. The rest of the group surrounds the enemy and ends him. Alyssic is quick to administer healing, sending the dwarf into a resurgence. With the office level silent, the Defenders of the Dragon Coast face two flights of stairs, one heading up and one heading down.


Encounters: two Red Guards of the Water Gate, five Red Guards of the warehouse of House Urdo, eight Red Guards of the Tower, Sgt. Rodney, Lt. Rizzi
Achievements: planted the portal seed, discovered the truth of the refugees of New Kelvin, bypassed the guards of the Water Gate, liberated the refugee slaves, penetrated the Tower, and destroyed the structure’s guard platoon.

Skarwall Keep – The Dead and Death of

Characters: Alyssic, Aramir, Forkbeard, Lazbin, Roywyn, Sentalial, Trebbor
NPCs: None
Synopsis: With the remains of the umbral dragon scattered across the lake of ice, the group hurries across the causeway and reenter the keep of the dead. Aramir ghost steps to the portcullis mechanism and raises the barrier. Parting the double doors just beyond, the group is witness to the results of a recent battle as bodies lay strewn across the broad chamber. With many in their dying positions, the corpses indicate this vicious battle was fought less than a day ago. As the party investigates the remains, a massive cluster of bodies emerges from a corner. All of the heads of the collective shriek in eternal pain as the sonic screams bathe the adenturers in pain. As the collective uses its arms and legs to reposition itself, the group is quick to respond, flanking the aberration and destroying it.

Ahead in the next room, both Lazbin and Aramir detect the faint sounds of battle. The group breaches the door of the adjacent chamber to find the resting place of an ancient dwarf warrior surrounded by rusted weapons, decaying armor and skeletal remains. Mere seconds pass as the shadows begin to coalesce to an overwhelming crescendo of the sounds of battle. So intense is the sound, their will is stripped bare. A shadowy humanoid lurches from the body of the fallen dwarf warrior, bearing down on Forkbeard all the while screaming for someone or something named Serithial. Overwhelmed and stretched thin, the group withdrawals to the previous room. Lazbin develops an attack strategy of striking the undead from a safe vantage point, surmising that the entity is bound to the singular room. The risk pays off as the combined range attacks whittle the wraith down to size, and ultimately destroy the haunting shadow.

Realing from the draining attacks, the group argues pursuing the Firehill Runestones versus withdrawing to live one more day. Alyssic offers her support, but only after her goals in Westgate have been achieved. Returning to the causeway gatehouse, Lazbin is true to his word and returns the cleric to Threshold. As snow begins to fall and the deadly winter strikes the Orsraund Mountains, Forkbeard and Trebbor remain stoic, fortifying themselves in the structure to await extradition. Morning comes along with Lazbin, who returns to Threshold with another spell. Buried under snow, Skarwall Keep will have to keep.

Encounters: corpse orgy, allip vortex haunt, dread wraith
Achievements: found and destroyed two more guardians, retreated to Threshold alive to tell the tale.

Wednesday, February 3, 2010

Skarwall Keep – Extraction and the Return

  • Characters: Alyssic, Aramir, Forkbeard, Henzio, Lazbin, Roywyn, Sentalial, They Call Him Carn, Trebbor
  • NPCs: Alimae
  • Synopsis: Lazbin’s newly rescued ally is persistent in leading them to thwart the dragon of Skarwall. Promising to guide them to treasure and glory, the halfling Alimae continues to press them towards defeating the beast and rescuing the keep from the tangled web of undeath. Sentalial is overwhelmed when attempting to detect evil as the persistent nature of the castle almost blinds him. But his senses are not dulled as he intuits that the halfling is lying. Alimae defends herself as being a prisoner of a witch but the party’s aggression reveals the true nature of their “ally”. The halfling polymorphs into her true nature, that of a sickening hag. Having not let their guard down, the party is ready for the betrayal. The axes and swords fly as the hag attempts to run, fleeing to a nearby room. Lazbin is quick to action and paralyzes her. Lurching to the opened door is a skeletal guardian bent on killing the intruders. But the massive size of the skeleton proves its undoing as the battle axe falters and it is destroyed. The hag is first knocked unconscious under Aramir’s sapping blow, but Lazbin is having none of it and sunders the hag to bits with an easily placed scorching ray to the mouth. The group quickly works its way back to the causeway of the keep and flees towards the dilapidated guard towers. Midway across the bridge their movement is detected and numerous gargoyles emerge from their sentry positions. Four large creatures land on the bridge at the awaiting party and are dismantled quickly. But before their demise the harsh calls of the beasts have awoken a much greater challenge. From within the bowels of Skarwall a massive black dragon erupts to the sky to detect the trespassers. The Defenders run. Gathering at the barbican the group teleports to Threshold. Limping through the foyer of the guild hall of the Adventurers’ Guild of Threshold, the party is desparate for healing. A reluctant Hlinthi and a nervous X-Requinn are able to restore Sentalials visage and Henzio’s and Aramir’s health. Recognizing the value of a cleric, the Defenders recruit Alyssic, the Ordained Shining Blade Champion of Heironeous to cause. But her assistance comes with limitations; she must return by the end of the following day. Her causes lie elsewhere. The following morning the group stumbles upon Roywyn Dawdle, the beautiful bard of Westgate who joins the expedition. Lazbin returns the party to just outside the causeway, ready to return to Skarwall Keep. But the watchers are waiting and ready, as numerous gargoyles alert the black dragon once again. The group decides to take a defensive stand in the barbican. Hovering outside the huge dragon looses its strength-draining breath on the party. Again Lazbin empowers his allies with the ability of flight and the Defenders face their enemy head-on. Surrounded on all sides the dragon’s claws and maw shred the party members, but it is Forkbeard’s axes and Alyssic’s swords that find their true destinations beneath the beast’s hide. As the dragon releases its last gasp, a ghostly chain appears stretching from the within the keep all the way to the dragon’s heart. It snaps and vanishes into the incorporal. The critical strikes end the dragon’s reign and send crashing to the frozen lake below.
  • Encounters: night hag, skeletal minotaur guardian, four gargoyle brutes, umbral dragon
  • Achievements: uncovered the deceit of the night hag, escaped from Skarwall Keep, gathered valuable allies for the return trip, and destroyed one of the spirit anchors of the chained spirit.

Thursday, January 14, 2010

Skarwall Keep – Haunted Traps & the Chained Spirit

  • Characters: Aramir, Forkbeard, Henzio, Lazbin, Sentalial, They Call Him Carn, Trebbor
  • NPCs: Alimae
  • Synopsis: With the challenge of the main gate met and won, the group into the entry corridor. Aramir ghost steps to the far end and explores what is above the group. Before he can return to the others, he finds another ambush waiting for his companions as massive skeletal guardians are manipulating the portcullis from above. Adorned with arrow slits and murder holes, the path erupts with violence as the detectable members of the group proceed to the second portcullis. Lazbin magicks a portal to the protected archers revealing skeletal minotaur guardians. The others cannot join the mage fast enough as cold oil pours from the ceiling tearing their flesh. As the group focuses on the archers, reinforcements arrive from above via a stairwell. Fighting well as a group, the warriors destroy the guards and move upstairs to explore. A different flight of stairs leads down once again and the adventurers begin the haunted crawl. Continual light spells are aglow in all of the corridors and haunting noises permeate the stone walls. The group enters an ash-coated kitchen complete with oversized furnaces. During the investigation, a trap is sprung and the room is bathed in flame. Fire ghouls peel from the crematory ovens and attack the party. Blows are exchanged but Sentalials holy slashes destroy the first, then the second. Forkbeard moves beyond the kitchen finding more skeletal minotaurs defending a courtyard. The door is quickly closed and that ends the encounter. Another flight of stairs returns the group to the second floor where they creep through a war room, a guardian sentry post and a mess hall for warriors. Lazbin ventures beyond the group, finding the floor’s corridors twisting and turning before a soft candle glow approaches. Wizely returning to the others, Lazbin rejoins the group as they continue to a grand hall complete with blood-soaked flooring. Emerging from the shadows is a menacing spirit draped in chains that drag to the floor and seemingly pass through to the level below. The taunting begins as the group is flanked on either side by spectres. The battle erupts but the distance spirit is vile as the four chains emerge and stretch to Defenders still standing in the corridor outside. The focus is on the specters as Lazbin’s spell disables two and the warriors work to destroy them first. The chains of the spirit are exacting as each hit pulls a little piece of the soul away. After the last of the spectres are obliterated the group breaks into the grand hall and surrounds the chained spirit. After each trade of blows, the chains surge with supernatural energy revitalizing the spirit. Lazbin releases a particularly lethal blast of fire, but the mildly damaged undead continues the assault. The demoralized wizard abandons the party is search of the spirits source of power, stumbling down a flight of stairs before entering into a witch’s hovel. Hanging from a mesh sack is a halfling who praises Lazbin and begs for freedom. The halfling Alimae begs for the wizard to hurry as her captor has recently left to explore the noises of battle above. There is no chain for the mage to destroy as he extracts critical information from the prisoner. She states that he and his companions attack the chained spirit of Skarwall, but unless the sources of his power are destroyed first, he is nigh unstoppable. His friends are going to die. The attacks are unrelenting as the chained spirit targets Sentalial and reaches through the helmeted paladin, ripping out his soul from within the plate mail armor. The others attack, finding their blows striking true but each round the chains are aglow with supernatural power and whisps of ectoplasm repair the body of the spirit. As Sentalial grows weaker, they hear the shouting of Lazbin. The wizard has returned with vital information and calls for immediate withdrawal. The party complies and escapes from the grand hall, the laughing of the spirit echoing throughout the second story. Regrouping at a temporary sanctuary, the rattled Sentalial is thrashed and cannot go on without major restoration. Introducing herself as Alimae, the halfling repeats her warning to the others and can serve as a guide to help them. Any action now is going to involve an extraction from Skarwall Keep. But which way is the safest?
  • Encounters: five skeletal minotaurs, two cinder ghouls, a chained spirit, five spectres, a halfling prisoner.
  • Achievements: infiltrated Skarwall Keep, discovered sections of the first and second floors, encountered the chained spirit and learned of a potential weakness, and survived the encounter to live a few more moments.

Friday, January 1, 2010

Skarwall Keep – The Deadwatchers & the Skeletal Lancer

  • Characters: Aramir, Forkbeard, Henzio, Lazbin, Sentalial, They Call Him Carn
  • NPCs: Kooruk Coldrock
  • Synopsis: Over the next half-tenday the adventurers split time between Cedarspoke and Threshold, as the former offers a rich marketplace to sell and procure new magic items, and the latter offers access the Circle of Holundi and the sage advice of Julbin Cometstrike. The reconstituted party forms again and decides to explore the ruins of Skarwall Keep for the fabled Firehill Runestones. Drafting the warlock Henzio from the Army of Nature’s Wrath, the group is rejoined by the mysterious They Call Him Carn. Lazbin vouches for the monk before expediting their travels to Cedarspoke. Further research of the Skarwall Keep yields a historic truth that it was an outpost for the brash and outspoken Commander Firehill of Ironfang Deep, a dwarven city nestled in the eastern Orsraun Mountains. Henzio’s name does have some pull as they are given vital information by the dwarf ambassador to Ironfang Deep Kooruk Coldrock. Traveling to the dwarven city with a sealed letter of authorization, the group finds the city half embedded into the mountainscape, allowing for mining operations to be sheltered from the bitter winds and snow. There, the history of Skarwall Keep is more robust as some dwarven elders remember tales of Dessothal Firehill. Coldrock’s letter affords them a specialist that teleports them to the vicinity of the outpost. It isn’t long that Forkbeard finds the ancient path to a dormant volcanoe. Centered within and surrounded by a frozen lake, a very ornate and massive keep rests atop an island. Accessed only by a single causeway the keep is dead, until the visitors continue observing. Then lights periodically glow in the distance, moving from one section to another and a hint of wailing is heard riding with the loud winds. The causeway is protected by a decaying barbican, only half of which stands. Moving towards the bridge draws out an ambush as arrows rain down on the group. Scrambling to detect the attackers, the group disperses. Lazbin flies above the fray finding orc archers firing from the parapet. Arrow slits also protect others. With its face painted white the orc leader abandons the ranged attacks favoring to meet his prey face to face. Jumping from the upper floors of the barbican, the orcs engage only to find themselves quickly outmatched. The commander delivers damaging blows, but the shear volume of attacks does him in. The other orcs find a similar fate. After a quick reconnaissance the group finds two more orcs that immediately surrender. They are of the Deadwatcher tribe, responsible for prohibiting ingress and egress from Skarwall Keep. The recall ancient tribal traditions of the brief occupation of the keep, and subsequent annihilation. Allowing the weaklings to retreat the group moves to the long causeway high above the iced surface of the lake. Midway to the main gate the portcullis rises and a massive platoon of dwarven skeletons emerges lead by a skeletal lancer. Lazbin is having none of it as the skeletons are eaten by massive black tentacles. The lancer is undeterred and charges the group, breaking free from the wizard’s magicks. Henzio looses his eldritch blasts that jolt the rider. But it is not enough before the lance is lowered and Sentalial is skewered. The close range battle is lop-sided and the protector of the causeway is disassembled when his bones are scattered across the ice below.
  • Encounters: 7 orcs of the Deadwatcher tribe, 16 dwarven skeletons, skeletal sergeant atop a skeletal nighmare.
  • Achievements: reached Ironfang Deep, learned more of Skarwall Keep, reached the main gate by dispatching the initial sentries and first line of defense.

Sunday, December 13, 2009

Mask’s Assam and the Lord of the Black Guardsmen

  • Characters: Bixtbie, Dak, Cromwell, Forkbeard, Jebeddo, Rog, Sentalial, V.L., X-Requinn, Zaytheon
  • NPCs: Uljary Blackshore, Armunestor the Mouth of Mask, Zedrick Neely, Councilman Dimlock
  • Synopsis: As representatives of the City of Assam, the horsemen lead by Captain Uljary Blackshore present to the adventurers Armunestor, the Mouth of Mask. The ethereal appearance of the man is astonishing, but Assam’s welcoming committee praises the group for passing the four tests of Mask. With Assam now a theocracy under the direction and guidance of Mask, all citizens are followers of the god. Those that were expelled and failed to vacate the city were sundered during the tests. Some of the group questions the methods, but the calm demeanor of the horsemen lead straight into negotiations. Zedrick Neely, exiled former leader of the Night Masks of Westgate, appears before the group summoning an exotic mansion to serve as a comfortable site to begin negotiations. Jebeddo, wizard class of the Year of the Gauntlet, represents the Army of Nature’s Wrath, and asks the Dark Lancers to join the war against the Black Legion. Zedrick is well aware of the war, serving on the Circle of Holundi as well as knowing the intimate details of Westgate herself. The Mouth of Mask speaks of the common enemy and agrees to join the war, working in conjunction with the attack against the forces of Mystenaculis. The Dark Lancers will fight against the Black Legion and retake the fallen Westgate, restoring Zedrick Neely to his command of the Night Masks. The plan unfolds; in three days time the army of Cormyr will reach the western front. Simultaneously the Dark Lancers will attack from the south and the Army of Nature’s Wrath will attack from the east. But in order for the coordinated effort to succeed Mystenaculis’ second-in-command, the Lord of the Black Guardsmen, must be defeated. The group is to travel to the fallen war mage College of the Fire Hawks where spectral forces are being dispatched by the Lord himself. Zedrick reveals that the Black Bard Mystenaculis is preparing a host entity for the lost god Myrkul, former god of the dead who seeks to regain the power. The group agrees to destroy the Lord of the Black Guardsmen. During the down time, Dak, Zaytheon and X-Requinn receive gifts from Zedrick to aid them in their scope. On the third day Zedrick teleports the group outside of the war college. Bixtbie scouts ahead and surmises that their target is in the largest building at the rear of the compound as spectral warriors are being dispatched in constant fashion. X-Requinn stone shapes an entrance into the building triggering a ward. Moving inside, the party is surrounded by eight stone golems. A lone figure standing the far corner is encased by a wall of force and begins directing the golems against the party before disappearing. Against the far wall is a mirror portal that appears to house the attacker. Moving through the magic portal, the group attacks the necromancer as he has erected another wall of force against the back wall of the new chamber. The maneuver works brilliantly as the stone golems can only move through the portal one at a time, creating a bottle-neck effect. As the rear warriors keep the golems at bay, Forkbeard, Bixtbie, Jebeddo and Dak attack the necromancer. The gambit is a massive success as one stone golem after another is destroyed. Jebeddo opens a dimensional door to access the Lord of the Black Guardsmen while Forkbeard squeezes through the crawlspace at the top of the wall. Relishing the opportunity to use his well-earned armor, Dak vaporizes into a cloud of gas appearing above the necromancer. The fighter’s attack is unrelenting as the spiked chain breaks again and again on the wizard’s body. Surrounded but not out-matched, the Lord releases diminishing spell after debilitating spell before his grand finale. Arced lighting bounces back and forth between his attackers pulling their life force apart in dramatic fashion. With their last breath and concentrated effort, the wizard falls. Immediately the wall of force vanishes and the stone golems cease the attack. Beneath the cowl is Dimlock, former Councilman of New Kelvin and one of Forkbeard’s and Cromwell’s old enemies. Before the dust can settle, the door to the chamber bursts open as a skeletal dragon rears. Cromwell calls on his god and the group is teleported to Threshold with their task achieved.
  • Encounters: eight stone golems, Lord of the Black Guardsmen Dimlock
  • Achievements: created a temporary alliance with the Dark Lancers of Assam, defeated the Lord of the Black Guardsmen Dimlock, and secured the Crown of the Stone Golem.

Tuesday, December 1, 2009

Mask’s Assault on Assam – The Last Nail

  • Characters: Bixtbie, Dak, Cromwell, Forkbeard, Jebeddo, Rog, Roywyn, Sentalial, V.L., Vexander, Wicasa, X-Requinn, Zaytheon
  • NPCs: Julbin Cometstrike, Uljary Blackshore, Gilpin, Assam heckler
  • Synopsis: Beneath to wall of force atop the coffin, Dak and Rog are worthless again their entrapment. Repeated poundings have yielded nothing. The coffin lid slams shut, crashing their spirits so much as a boot heel does a bug. But as their hope dwindles, Julbin’s visage and voice appear in their minds’ eye. The sage warns that the ruins on the Giant Plane that they discovered are birthing gates to other planes, planes that are violating the order of things. The spawning of gates is allowing extraplanar creatures unnatural access to the Material Plane and threaten the Dragon Coast. The unhallowed mist encroaching on their ankles starts to disperse as Julbin’s work stretches across miles of land. The sage’s efforts free the pair as Cromwell, Zaytheon and Bixtbie arrive. Cromwell guides the group to their destination, the coffin on the south side of Assam. The rendezvous is not glorious as the successive battles are taking their toll on the party. Catching their collective breath the final coffin is the site of the extraordinary and devious. Three ghoulish souls sit atop the interloping chamber deep in conversation. Mention of someone named Gilpin causing them angst is overheard, but not much else. Attempts to engage their conversation are fruitless until Roywyn presents herself causing the ghouls to take a greater interest in their audience. Butting his way into the conversation X-Requinn offers his service as a follower of Mystra and is greeted warmly by the spirits Goren, Gavin and Paul as their goddess Mask has often worked with Mystra for the benefit of all. The lies break across X-Requinn’s countenance, shattering his demeanor. The sea elf presents his symbol of Mystra, but the ghouls are ready for the attack. Combat explodes at the feet of the final coffin, but an unseen wail grows ever nearer as once again darkness envelops the group. From outside the effects of the black sphere, the group works against the hidden assailants, but only a rare strike finds its target. The ghosts are well protected and their spirits are buffed by the growing crescendo that is the shriek of the dead. Cromwell and Wicasa are the only ones to see the true threat as a hideous ghost screams a terrible curse across the fields of Assam. The ghouls cackle with glee as their Mistress of Mask has arrived. The impenetrable globe of darkness hides the attackers well as the adventurers work to dismantle the three ghouls to focus on the spectre. Piecing together a plan from the clues, Jebeddo takes Vexander and V.L. to the previous coffin to retrieve the black knight in hopes of perplexing the ghouls. The knight in ceramic armor can be turned into an ally. Cromwell forms steps from the air and works his way to greet the abomination with his Fist of Helm. The two trade blows but her attacks peal back Cromwell’s layers of charisma and he is forced to retreat or become undead himself. After several repeated attempts Roywyn vaporizes the darkness, exposing their enemies. The ghouls are finally destroyed as the party refocuses everything in its arsenal againt the Mistress of Mask. The collective effort is only just enough to destroy the shrieking spirit, but not before it emits a call of death that catches not only the field of battle, but the wall’s of Assam. The wave of doom washes over the city walls catching onlookers and soldiers alike. The effect is devastating as those commoners who were cheering on the adventurers are taken. Numerous bodies keel overtop the parapet crashing to the uneven ground below. Ultimately the death of Mask vanishes leaving the party gasping for life. Jebeddo, Vexander and Zaytheon arrive, bringing along the black knight now known as Gilpin. Without another word or omen, Gilpin drives his fists into the last remaining coffin, shattering it to pieces. An almost peaceful mood overtakes the knight as its shoulders slump. With his head turned towards the group, the body beneath the armor seems to crumble and the armor collapses in on itself. Falling to the group, the ceramic pieces shatter to tiny bits against the hard, rocky surface much to the dismay of the poorly armored Zaytheon. Cheers erupt from the survivors of the death wail. From the same gate that arrived earlier, the four horsewomen gallop towards the adventurers, accompanied by the heckler. Wicasa snarls at the man, but before words and blades exchange, the dismounting man parts his cloack to reveal the etching on his armor. He brandishes the symbol of the Dark Lancers.
  • Encounters: three ghouls, deathshrieker
  • Achievements: destroyed the Mistress of Mask, freed Gilpin the black knight, and destroyed each of the coffin gates surrounding Assam.

Mask’s Assault on Assam – The West Coffin

  • Characters: Forkbeard, Jebeddo, Roywyn, Sentalial, V.L, Vexander, Wicasa, X-Requinn
  • NPCs: Julbin Cometstrike, Assam heckler, Uljary Blackshore
  • Synopsis: Jebeddo appears in Threshold frantically searching for allies in their battle. The gnome’s name and honor are at stake, as he has yet to even begin negotiations with the City of Assam. The wayfinder finds his way to Julbin Cometstrike’s hut and drafts Vexander the cleric and the breathtaking Roywyn to his cause. Julbin also provides the means to aid the party by repelling the magic surrounding the coffins, as well as freeing Forkbeard from his petrified status. Stuffing the items into his pouches, Jebeddo grasps his new allies and teleports back to Assam. As the party’s resources continue to dwindle, Bixtbie, Cromwell and Zaytheon return to the coffin that has trapped Rog and Dak. Their sheer brutality will be needed to win this engagement. The rest of the party fly after the departed Sentalial, only to find him undecided in his approach to the coffin on the west side of the city. Standing atop of the landscape’s intruder is a knight in black ceramic armor. Whispered advice escapes the helmet as it repeats “Do not listen to her. If you do you will die.” The parlay is worthless as the herald continues spouting his warnings. As if plagued by singular, unrelenting, and impossible to kill gnat, Wicasa is hounded by the heckler atop the city wall. Accusations hurl from the safety of Assam. But luckily the words are drowned by the pending combat. Surrounded by his allies, Sentalial leads the group, pressing the attack. Whomever or whatever the herald is, or what woman he bellows about, he is at the wrong place at the wrong time. Blows are delivered but not returned, but the melee triggers the lid of the coffin. Immediately surrounding the frontline warriors are undead creatures summoned from some barren wasteland of dust and dried-up seas. A swirling mist of gray envelops the adventurers, and Sentalial and V.L. quickly find themselves in a bad way. Jebeddo’s reinforcements arrive to prevent the murder as the gnome wizard dispels the mist. Even more undead join the fray, a pair of embalmed corpses and a walker of graves coated in spider webs. Vexander presents his holy symbol and sends two of the attackers away in fear. Sentalial and V.L. work quickly delivering righteous blow after righteous blow, sending chunks of salt and debris showering the ground. The exchange of attacks is epic, as the slams against Sentalial seem to suck his breath from his lungs. And the paladins belief is greater than his enemies; they are smited and Sentalial’s sword sends the salted adversary screaming to the soil. Only a fraction of time expires before the salted mounds reform into their former bodies and begin attacking anew. X-Requinn grabs his decanter of endless water to test his theory. True the the hypothesis, the water douses the creatures forming puddles that seep quickly into the disturbed ground surrounding the unholy coffins. Weary of previous attempts, Jebeddo cautiously investigates the coffin finding that permanent spells are in place making the chamber unhallowed with Mask’s authority. But more disturbing is the gate effect still in place, somehow allowing for interplanar travel. Despite their accumulated knowledge the group can only derive that the source is from one of the outerplanes. The group recuperates, quickly assessing their resources. Before they march onto the last coffin, the outlandish heckler once again scolds Wicasa, blaiming the secretive adventurer for the cities woes. In a burst of rage, Wicasa Wakan shouts back, “Will you not fight for your own city, will you not?!?” As a retort builds, the man is cut off by Uljary Blackshore, one of the city’s commanders and one of the four horsewomen that initially greated the adventurers. Seemingly the heckling stops, but not before Sentalial rides off to the last of Mask’s coffins. Moving after their ally, the group simulataneously floats to the ground. The warriors immediately feel weaker and less mobile. The spells put in place before the battles have been exhausted. Now they must face their last, and greatest encounter with but their swords, wits, and what little spells remain.
  • Encounters: three salt mummies, two mummies, webbed zombie
  • Achievements: defeated the attackers from the west coffin, and admonished the cowardly troops behind the walls of Assam

Wednesday, November 11, 2009

Mask’s Assault on Assam – The North Coffin

  • Characters: Bixtbie, Cromwell, Forkbeard, V.L, Wicasa, X-Requinn, Zaytheon
  • NPCs: None
  • Synopsis: After defeating the astral demonoids, the group investigates the mysterious coffin, only to trigger a planar shift that steals Rog and Dak into the coffin itself. Unable to extricate their comrades, the group signals to them to hold tight through hand gestures and written words. Cat-calls from the city guard find the ears of the party triggering a decisive glare from Wicasa and a call to arms by X-Requinn. During the interaction, the follower of Mystra spots another ally Zaytheon approaching the city. The warrior has joined the battle just in time as X-Requinn summons a mount for Zaytheon and the two rendezvous with the group. But the delay in action is too long for Sentalial who summons his mount and gallops off towards the north. The party chases after the paladin only to quickly lag behind the charging Sentalial. After the separation, the group realizes they have lost another of their number as Jebeddo has disappeared. The wailing of Assam’s citizens rings throughout the city’s exterior; time is collapsing on the adventurers. They make the decision to gather their remaining resources and destroy the occupant or occupants of the north coffin. Bixtbie cracks the black stone lid with a borrowed wand of knocking and steps back from the unknown. As with the first coffin an obscuring darkness envelops the group’s surroundings, capturing them in a pitch black blanket. Only Cromwell and Wicasa can see their attackers as five earthen humanoids emerge from their crypt. The surrounding party is at an immediate disadvantage, unable to see their enemy. X-Requinn summons Mystra’s aid and banishes the darkness. The battle’s scales shift towards the center, but not in time to balance the combat. The undead stone humanoids emit a cloud of dust that collect on Forkbeard. Grimacing in pain, the dwarf succumbs to the magic effects, turning to stone. Wicasa rescues the statue from oblivion by shifting the plane of shadow while grappling the petrified Stone Lord. Zaytheon delivers a crushing blow, but the trade-off is devastating as his plate mail armor desintigrates, falling to pieces at his feet. But strike acts as the balance shift in balance towards the adventurers. In rapid succession, the five undead invaders are destroyed. The assault on Assam is only half-way repelled.
  • Encounters: five dust wights
  • Achievements: defeated the attackers from the north coffin.

Thursday, November 5, 2009

The Great Ball of Lightning, Part III – Assault on Assam

  • Characters: Bixtbie, Cromwell, Dak, Forkbeard, Jebeddo, Rog, Sentalial, V.L, Wicasa, X-Requinn
  • NPCs: Julbin, Quint, Uljary Blackshore
  • Synopsis: Erupting from the source, the ball of lightning breaks free from the ruins and collects in the sky. But it has ceased to be anchored to the Giant’s Plain and begins moving over the Giant’s Run Mountains. Quint assesses the path and determines that the target destination is the city of Assam. The party decides to seek reinforcements from Treshold and return to the small town. After hearing of their tales and the coincidental connection to Assam, several of the Defenders of the Dragon Coast join the group to continue the investigation. Traveling to Assam is a simple spell as the enlarged group appears in the midst of chaos. Outside of the city walls, merchants and city folk are in sheer agony and panic. With an unseen possession or some type of horrific curse, the affected begin collapsing or running in random directions. The Assam Captain of the Guard Uljary Blackshore intercepts the group with three of her captains in-command, investigating their strange appearance of the party. As the interview turns confrontational the welcoming committee sets up a barrier fire wall and retreats to the city. Jebeddo and X-Requinn combine to allow the party to fly invisibly over the city where they find mysterious stone coffins, one bordering on the outside of each city wall in all four directions. Without a doubt the focus of the disturbance emminates from these coffins. Choosing the east wall coffin, Dak cracks it up and is inundated with obscuring mist. Hidden darts target the group, but the attackers are nowhere to be seen. As the adventurers spread out, Dak draws the ire of one of their invisible assailants. Now visible to everyone, the group pounces on the muscular humanoid with leathery black skin and massive claws. After surrounding the newly found foe, another appears in a flanking position and drops Wicassa Wakan. The group works together to support and flank their opponents as yet a third demonic creature appears. Battling against the injured, the initial two beasts are destroyed, and the third is killed after attempting to flee. Before any inspection can be made the corpses vaporize in a cloud a blackened dust and smoke. It bodes poorly for the adventurers that there are still three coffins left surrounding Assam.
  • Encounters: Assam’s captain of the guard, three astral stalkers
  • Achievements: followed the ball of lightning to the city of Assam, discovered a city under attack by an unseen curse, and defeated the occupants of one of the offending coffins.

Wednesday, October 28, 2009

The Wrath of Landryn Teriak the Shadow Lord

  • Characters: Aramir, Dorian, Forkbeard, Gallipolas, Henzio, Jebeddo, Lazbin, Rathgillian
  • NPCs: Landryn Teriak
  • Synopsis: The Defenders decide to travel to Assam to deal with the tyranny of the Dark Lancers. But not without dealing with their new captive, Landryn Teriak the Shadow Lord. The execution starts just outside of the city walls as the group surrounds the Shadow Lord. Gagged and bound, Landryn Teriak can only plead with his eyes, begging through Forkbeard’s well-placed sock. The muffled urges are ignored as Dorian contemplates only for a second before dropping the final judgement on his nemesis. Taking a step back the sorcerer begins to cast, but before the spell is completed the Shadow Lord lurches forward collapsing on Dorian. Shadows spin from every niche as the pair vaporizes into the surrounding darkness. The party is left standing in the wooded entrance to the city of Cedarspoke wondering what has just occurred. Moments later shadows engulf the entire area, plunging the woodlands into a nest of entangled shadow strands. From everywhere the voice of the Shadow Lord condemns the party for its lack of vision, promising to reveal his kingdom of all shadows. They will fall in line, or fall under might. Within the confines of the shadow strands vision is limited and the party is sectioned off. Each one feels the pull of the owners of the shadow nest. Flowing through the shadow stuff, the group discovers two shadow aberrations responsible for their predicament. Unimpeded Gallipolas flies to the skies and sees the two shadow domes covering his allies. The battle rages until both shadow creatures are dropped. Simultaneously the domes vanish to reveal the woods embraced by dusk. Gallipolas looses a wall of fire to surround the invisible Shadow Lord just as a trio of fighter brutes emerges from the vine-covered city gates. Their menacing stance and equipped spiked chains indicate they are foes. Before any engagement the fighters morph into shadow beasts and emit a fierce howl that slices through half of the group’s will. Others watch as their comrades run fleeing into the woods. The invisible Shadow Lord cries for support, screaming that the shadow devils have found him. Even Cedarspoke is susceptible to invasion as first the drow, and now the devils, have infiltrated the city’s walls. The beasts converge on the Shadow Lord who is now visible, tearing him apart. With their enemies clustered Dorian explodes fire upon them and Gallipolas summons a comet from the skies. The beasts are obliterated and the Shadow Lord is crushed from the impact. Even as shadows splinter back to their natural source, the Shadow Lord’s voice once again breaks the silence. His verbal attack is directed at Dorian and offers knowledge of his surviving kin’s whereabouts, should the elf be interested. The proposition is in line with rumors of survivors of the massacre of the Lothenar Elves. But before Dorian can respond the Shadow Lord’s voice is no more as their enemy shadow walks his way to freedom. Fits of rage finally subside as the Defenders choose to remain in Cedarspoke to rest and spend some of their accumulated wealth, for their future ventures will be the most treacherous of their career.
  • Encounters: The Shadow Lord, two darkweavers, three shadurakul
  • Achievements: could not prevent the escape of the Shadow Lord, drew out the presence of devils within Cedarspoke, and received additional confirmation of survivors of the Lothenar elves.

Saturday, October 17, 2009

The Assassination Attempt of General Freutin

  • Characters: Aramir, Dorian, Forkbeard, Gallipolas, Henzio, Jebeddo, Lazbin, Rathgillian
  • NPCs: Captain Brighton, General Freuntin, Zalaznar Crinios, Landryn Teriak
  • Synopsis: While leaving the Earthome library Forkbeard, Jebeddo, and Lazbin are stopped in place by Captain Brighton on the Army of Nature’s Wrath. They agree to a meeting with General Freuntin, but allegations are ledged against Jebeddo of the wizard class of the Year of the Gauntlet for dereliction of duty, failure to report, and desertion. In the presence of Freutin, Jebeddo is silenced as the leader of the Army of Nature’s Wrath rages against the absent wizard. Hearing about their research of the Firehill Runestones, Freuntin cries folly against getting the ancient runestones, revealing that the Council of the Divine explored this avenue months ago to great detriment. Half of the Divine Hammer has gone missing after two failed expeditions to retrieve the Firehill Runestones. Lazbin is released to bring the rest of the Defenders so that Freuntin can address them collectively before they speak with the Council. Lazbin returns with the others as General Freutin reassigns Jebeddo for his final task as a soldier in the Army of Nature’s Wrath. He is to travel to the warrior city-state of Assam atop the Windbreaker Mesa in the Shining Plains and convince the Dark Lancers to join them in defeating the Black Legion. The Dark Lancers alliance with the Wizards of Tendale has expired and their forces have consolidated to Assam under their new leader, only know as the General. Freutin’s strategy is to have the armies of the Dark Lancers, Cormyr and Nature’s Wrath converge upon the Black Legion and annihilate them once and for all. Without the Dark Lancers the Black Legion can flee to the south to the Orsraun Mountains. Freuntin also suggests the potential of infiltrating Westgate to kill the heads of the Forces of Mystenaculis who have enslaved the citizens. The Defenders ponder their multiple choices as Freuntin escorts them to the Council of the Divine. In route, a phaerlin giants erupt from the ground each with a drow archer supported on its back. Their target is obvious as all of the Defenders are ignored in an attempt to kill General Freuntin. Lazbin teleports Freuntin to safety while the group wipes out the giants and drow. Only a single archer escapes into the ambush tunnels below Cedarspoke. In front of the council the Defenders are praised for their actions. They have been in council with the Circle of Holundi and have coordinated strategies in dealing with the Forces of Mystenaculis and the Black Legion. Dorian offers the deceased members of Divine Hammer and the council offers custody of the Shadow Lord. Despite the misgivings of General Freuntin, the council asks for the Defenders help in retrieving the Firehill Runestones as they are invaluable to their cause. The Shadow Lord’s protests are silenced with a gag as the Defenders leave the council chambers with their hard-fought prize. General Freutin sees them to the gates of the city, briefly watching over the Shadow Lord during the group’s deliberations. The Defenders decide to travel to Assam to assimilate the Dark Lancers in the war. But not before dealing with the criminal Shadow Lord.
  • Encounters: General Freuntin’s inquisition, six phaerlin giants, two drow dark snipers, one drow ninja, and one drow priestess of Kiaransalee, Council of the Divine quest to Scarwall
  • Achievements: stopped a drow assassination attempt on General Freuntin, saving his life in the process, learned of the surviving Dark Lancer army, negotiated the release of the Shadow Lord to their custody, and received a map to the fabled keep of death Scarwall.

Thursday, September 10, 2009

Earthome College and the Firehill Runestones

  • Characters: Aramir, Dorian, Forkbeard, Gallipolas, Jebeddo, Lazbin, Rathgillian
  • NPCs: Romualda the Librarian
  • Synopsis: Holding the cryptic writings of the Historian, the Defenders are at the crossroads. The scrolls identify the Firehill Runestones, documentation of historic dwarven lore, contained at the Earthome College in Cedarspoke. Discussing their choices, the group argues between seeking out these runestones and seeking out the destruction of the Shadow Lord, still captive of the Council of the Divine. The group has recovered Cedarspoke’s payment to the Wizards of Tendale and still has in their possession the bodies of the Divine Hammer. With these bargaining chips they may be able to procure the Shadow Lord and deliver their long sought after justice. Jebeddo offers a different strategy, at least one prior to negotiating with the Council of the Divine. He offers to return to Cedarspoke and investigate these Firehill Runestones before any negotiations take place. At least then they will know what the Historian’s scripture is leading them to. As the decision is being refined, Gallipolas spots a shadow swiftly moving across the snowy floor of the clearing. The bellowing black smoke rises from the forest canopy, providing proof of their conquest for miles around. Gallipolas readies himself as a huge white dragon with bolted on steel plates swoops towards the group releasing a cone of cold. The flyby attack is preceded by an announcement of defilement and breach of agreement by one Salricasa. The white dragon’s fear sweeps across the group, shaking them to their core. Spells are loosed and the group prepares for defense, as magical fire engulfs the attacking wyrm. The next attack proves near fatal for Jebeddo as the gnome imprisoned in the creature’s maw and flung into the nearby trees. But the dragon makes a critical mistake in hovering nearby the defenders. Despite the kick-up of debris, smoke and snow drift, the Defenders find their target and drop it to the snowy banks as it attempts to flee from the overpowering group. Speeding up the decision-making process the group teleports to outside visual limits of Cedarspoke. Jebeddo is joined by Forkbeard and Lazbin who alter their appearance to mask their presence from the guardsmen. The three gain admittance to the city and make for Earthome College where Jebeddo befriends the librarian Romualda. She is perturbed by their inquiries for the Firehill Runestones and leads them to an ancient wing of the library where many dwarf runestones are kept. A barren section indicates that the Firehill Runestones they seek are lost to time. Romualda speaks of the history of the dwarf commander Dessothal Firehill. Commander Firehill lead the dwarven armies against the giant-kind during the First Giant’s War. Tales of his success are epics as he almost single-handedly repelled the attack of the giant-kind and then pursued them back to their point of origin. Dessothal Firehill was the dwarven war strategist behind the ultimate victory over the giant-kind and saved the Dragon Coast. His relentlessness in vanquishing the forces of the giants became legendary as he was bent on their eradication from the lands. The giants fled to their mountains leading to the name of the mountain range, the Giant’s Run Mountains. Firehill pursued them into the mountains only to discover some lost secret that caused him to retreat back to his fortress Scarwall. Firehill took the runestones documenting his successes in combat against the giants, baffling war strategists. His runestones also are rumored to have documented his findings in the Giant’s Run Mountains. But Commander Firehill was so full of despair and grief that he cut off all contact from the region, sealed the gates of Scarwall, and cursed the surrounding lands. Romualda says that periodically foolish adventurers hear of the rumors and seek out the fabled treasures of Scarwall, only to disappear never to be heard of again. When the Black Legion attacked earlier this year, historians and war generals sought out the Firehill Runestones, only to find that the location of Scarwall was lost to legend and lore. Rumors within Cedarspoke say that druid and ranger parties were dispatched but never heard of again, and that the Army of Nature’s Wrath abandoned the effort. With a grave warning the elf librarian grabs Jebeddo and prays for him not to join the leagues of lost souls on a fool’s quest.
  • Encounters: Salricasa the Frostforged White Wyrm, Cedarspoke city guards, Romualda the elf librarian
  • Achievements: defeated the mansion guardian for the Wizards of Tendale, returned to Cedarspoke and infiltrated the city walls, and learned of the ancient rumors of the First Giant’s War.

Monday, June 8, 2009

Mettik’s Journal

  • Characters: Forkbeard, Janora, Krullix, Marlet & Unger, Trizoon, X-Requinn
  • NPCs: Caravan Master Adoward Moonshadow, Nerius Bootlum, Mettik
  • Synopsis: Krullix staggers into the guild hall from the wintered streets, worn from forced march. In a dire voice he ekes out that he a Janora were escorting a caravan west towards Ilipur when it was attacked. Krullix is the only one to make it back; Janora was taken along with everyone else. Trizoon gathers a rescue team including X-Requinn, Marlet and Forkbeard. Using Krullix as a guide the group prepares to depart put does some investigation regarding the caravan’s origin. Krullix says that Nerius Bootlum was using the caravan to deliver an item west, so the group goes to gather more information. Nerius says the item is an enchanted coffin to be delivered to Therhana Waveharp in Ilipur. The magical crafter says that the caravan was guided under Master Adoward Moonshadow, one known for his reputable services. The group wastes no more time and retraces Krullix’s steps back to the ambush. They follow humanoid tracks back into the hills leading to a cavern entrance, where they are attacked by guardian bugbears. The cavern entrance yields a large underground complex that uses varying platforms and rope ladders to delver further into the earth. After destroying two giant spiders, the party finds Janora hanging in the webbing and barely alive. She is healed and moves with the group to find someone who can only be the mastermind. A lone elf is hunched over a desk in a sparsely decorated chamber. With too many evil creatures already slain, the group doesn’t allow the elf to react as they launch to attack. In only seconds the scholar is killed, leaving only his journal indicating that his name was Mettik. The group expedites their withdrawal from the complex and makes for Threshold, content that one of their own has been saved from a disasterous end.
  • Encounters: three bugbears, humanoid spider creature, two giant spiders, Mettik the elven scholar
  • Achievements: destroyed the caravan attackers, killed Mettik, and saved Janora.

Tuesday, June 2, 2009

The Wizards of Tendale and the Druids of Cedarspoke Summit

  • Characters: Aramir, Dorian, Forkbeard, Gallipolas, Krullix, Lazbin, Rathgillian
  • NPCs: Jebeddo, Karne, Wizards of Tendale
  • Synopsis: The adventurers consult with a revitalized Julbin Cometstrike, sage of Threshold. His hut is organized and reflects the new direction the master arcanist has taken. Interrupting his research, Rathgillian seeks assistance in restoring Lazbin’s mind. Julbin can only offer to open a portal to the inn where the Wizards of Tendale hold their summits and trade negotiations. It would seem that the Guild of Naturalists at some time in their past had interests inline with Tendale. Julbin opens the portal only after suggesting that Lazbin and Rathgillian would be a major asset should they decide to return and help the sage in a new quest. Perhaps in the future. The two move through the portal, appearing in the frozen mountains of separating the Dragon Coast from the Vilhoun Reach. Up ahead Rathgillian guides the feeble-minded wizard to the inn where the eldritch spellsword knight determines true north and very quickly leaves to find the only one he knows to cure Lazbin’s affliction, Gallipolas. An hour’s journey finds his comrades standing amidst the ruins of a heard of might stags. The group had been attacked but easily outmatched the group of outsider beasts. Deciding to camp for the night, the Defenders break out and discuss their options. In the morning the group moves north to the Wizards’ inn and stake out the location. Gallipolas and Aramir infiltrate the two-story establishment, finding only wizards, stable boys and chefs. The ninja halfling ghost-steps through the rooms killing two unsuspecting wizards before meeting up with the elf druid. The two agree to bring the others in through a back door and assault the unsuspecting wizards. With disguises, subterfuge, and pre-equipped spells the melee begins after Gallipolas poses as Lady Nerisis and is caught when one of the wizards realizes he is an imposter; he had only just left the Lady of Tendale in the other room. Their cover is blown so the invisible attackers strike, quickly decimating the unprepared denizens of the inn. Blasting their way into the guarded portion, Gallipolas’ spells bring down the guardians and the house. The once-protected lounge is now empty accept for abandoned writings of the Historian. The draconic script implicates the Defenders, but also stops abruptly as it seems his was taken in the midst of scribing. The last line simply states that the Defenders discover they must travel to Cedarspoke to retrieve the Firehill Runestones. The burning establishment is vacant of any trace of the wizards, save for the victims of the invasion, dead beneath the collapsed flooring. The Historian is gone.
  • Encounters: a herd of Rejkars, an enclave of wizards, sorcerers, and mercenary rangers
  • Achievements: regained Lazbin’s mental prowess, infiltrated the Wizards of Tendale resort in the Orsraun Mountains, lost an opportunity to procure the Historian, acquired the Historian’s writings for the day uncovering a clue to the Shadow Lord’s puzzle.

Wednesday, May 27, 2009

The Intercept of the Divine Hammer

  • Characters: Aramir, Dorian, Forkbeard, Gallipolas, Jebeddo, Karne, Krullix
  • NPCs: Mikailis, the Divine Hammer
  • Synopsis: At the rendezvous point, the group surprises two trolls investigating the decaying husk of the nine-headed hydra and quickly deals with the minor obstruction. Teleporting back to Reddansyr after the failed negotiations with the Wizards of Tendale, Dorian brings his companions to face Mikailis. The former apprentice is curt and reluctantly informs his old master of their progress, or more accurately their regress. Words are not lost between the two as Dorian lets the leader of the League of Wizards know that the elf intends to see this through. Mikailis can only offer a suggestion. The master wizard is aware of safe house used by the Wizards of Tendale on occasion. If the exchange is to occur, it is likely at this location. He then locates a trail out of Gulthmere Forest, a path to the safe house. Dorian gathers the others and exhausts his teleportation to bring them to Kelvin. It is a two-day march to the trail and another half-day of forced march to reach the safe house. Well after sundown, the group encounters a magical sphere. Aramir scouts ahead only to be spotted by a shape changer. As a polar bear, the beast throttles the halfling before reinforcements have a chance to act. Melee erupts as the polar bear is flanked by three others emerging from the protective bubble. Forkbeard charges into combat but the other three become entangled in Dorian’s summoned tentacles. The polar bear is the first to fall and Aramir is quickly brought back from the brink of death. Cries from the group leader reveal two names: Mahguvial and Otiluke. But no remorse is offered for the other three as their role in the ambush yields retribution. Inspecting the cart escorted by the Divine Hammer, they find only a large chest with too many gold coins to count. The small fortune in gold pieces reveals that it was only payment involved for the trade as this was no doubt the envoy of the Army of Nature’s Wrath. Standing in blood-stained snow, the group wonders what they have resorted to and is there a line between justice and revenge being crossed. Is the long arm of the Shadow Lord manipulating them too?
  • Encounters: two hill trolls, the Divine Hammer
  • Achievements: Intercepted the Army of Nature’s Wrath’s payment for the exchange of the Historian, annihilated the Divine Hammer

Backfired Negotiations with the Wizards of Tendale

  • Characters: Aramir, Dorian, Forkbeard, Gallipolas, Krullix, Softfoot
  • NPCs: tavern owner of the Old Dung Cow Rick Meros, leader of the Wizards of Tendale Lady Nerisis, pick-pocket Frootilin, Leord Falconflight, wizard apprentice Ylathera Hollisharp
  • Synopsis: Dorian teleports back to Threshold to ensure that the spell is now accurate. After losing precious time to the teleportation snare, the group arrives in Geron behind schedule including those more inclined for stealth and/or negotiation. Three days of travel result in the comrades arriving outside of the city, but also a potential meal for a multi-headed hydra. The creature is immediately destroyed but offers a savory meal for Forkbeard who enjoys the flash-fried hydra meet. The neutral city of Tendale is in fact intact and prospering from wartime trade. A street urchin unfortunately selects the group as a thieving target and is quickly brought down after a brief chase. Dorian magicks him to be their guide and the party ends up at the sage Leord Falconflight’s small store Books & More. The elder sage puffs his pipe and offers his contacts with the wizards’ council of Tendale. Well met and invited, the wizard of the highest order Lady Nerisis speaks softly and kindly to the party. Talks include mention of the Historian and the female wizard offers greater insight to the trade deal. The druids of Cedarspoke have countered with exclusive trade rights as well as a dowry for the exchange of the Historian. A deal was already struck with the Council of the Divine and the exchange is to occur in three days. The Divine Hammer, a militant group representing the Council, is already enroute for the drop. Acting as the spokesman for the group Dorian attempts to intercept the deal with trade rights with Teziir as well as matching the offer. Lady Nerisis is reluctant and excuses herself to discuss the offer with the other members of the council. Dorian’s interpretation is that the offer is being rejected outright and the elf decides that magic may help sway Lady Nerisis’ opinion. The spell fails and the female vacates the room sounding the alarm. With only seconds to react the group makes an escape route disintegrating the room’s wall to the outside. Repositioning themselves for the inevitable attack, they turn their attention to the gathering of forces outside of the chamber. Dorian’s delayed blast fireball spell goes horribly wrong when a massive fire elemental returns it to the elf, igniting the whole room in a bath of fire. Their boy guide Frootilin is incinerated in the blast. A small force of elementals follows suit and a massive battle breaks out. Fighting through to their last options, the group finally destroys the elementals but another platoon of soldiers under the protection of spells advances. Out of time and out of luck, the group retreats to the identified rendezvous point, the carcass of the hydra.
  • Encounters: 9-headed hydra, large air, fire, and earth elementals, medium earth and fire elementals.
  • Achievements: ruined negotiations with the Wizards of Tendale for the exchange of the Historian, accidental death of an innocent child, eliminated any good will that may have come with the potential allies, learned of the deal for the exchange of the Historian with the Council of the Divine of the Army of Nature’s Wrath.

Thursday, January 22, 2009

One Soul… Comin’ Right Up!

As former Defenders of Kelvin/New Kelvin, Circle of Holundai rebel group, and the Adventurers’ Guild of Threshold continues to make acquaintances and share resources, the town council of Threshold continues to have less and less control of the small settlement. Fortunately, Trizoon and Nobanion are vigilant to maintain order, even though the town council appears to be losing its power to the ever-growing Adventurers’ Guild. Threshold has become a veritable treasure trove of culture, adventuring classes, and might with the arrival of such dubious personalities: The Arch Mage Mikhailus, former leader of the Night Masks Assassin's Guild. Cromwell Blackwood, the Voice of Helm. Rathgillion, the seasoned Blood Mage. The renowned Gnomish Bard Roywyn. Also with Lazbin and Zedrick Neeley.

A meeting of the former Defenders of Kelvin/New Kelvin, Circle of Holundai rebel group, and the Adventurers’ Guild of Threshold is called to order. Two tasks lay in front of them before a direct assault on Mystenaculis’ stronghold in Westgate can be put into action. The soul of Forkbeard must be freed from its captivity in the gem that holds it. A mission to Westgate to find the sage, Mintassin Planeswalker, will further that end. Secondly, Reddansyr must hold against the Black Legion Forces that are set to launch a crushing, imminent, attack that threatens to crush the small city and have it serve as a staging ground against the last bastion of freedom this side if the Dragonreach: Threshold. The Black Legion’s reserve forces have suffered tremendous losses lately with the destruction of their ground forces commander Vendul, the giant Mountain Troll Champion. Also recently slain was the ice devil, Achriard, Mystenaculis’ liaison to Vendul. With the death of Vendul and Achriard, Mystenaculis has sent his new General of the Black Legion, Llewmorc the Damned to supervise the razing of Reddansyr, the destruction of the Leviathan that hinders his troops, the crushing of the defending forces that wait there, and prepare for the drive north to Threshold. Gull the Grimm’s spies have noted that Llewmorc the Damned is a hugely muscled, and agile half-elf wizard reported tutored in the black arts by Mystenaculis himself and bred for war by the now deceased Balethemos the Black. Llewmorc recently arrived at the Black Legion camp across the river from Reddansyr riding the mature adult black Dragon Blastimithican. Bastimithican, once belonging to Balethemos the Black’s son Grelzibus, has sworn vengeance against those that killed his master and drove him from the tower fortress in the Giants’ Run Mountains.
From the information gathered by Gull’s spies, the attack will come at any moment. Reddansyr is sorely outmatched without further aid.

The meeting adjourns with a small elite group planning to infiltrate Westgate to locate Mintassin, and the other, larger force heading south to defend Reddansyr. Mikhailis remains behind to help the Westgate infiltration group prepare for their journey along with Gull the Grimm and Zedrick Neeley.

Gull the Grimm’s Westgate spies (those that returned alive) report that Mintassin the Planeswalker has been rounded up as an enemy of the state by Mystenaculis’ Black Guard and is being held in the dungeons of the Ministry of Truth. The sage Mintassin has the unique ability communicate with all other planes of existence simultaneously and pull beings from one to another. Apparently a magical experiment in planar travel splintered his being into pieces of himself across the planes, each communicating with the other. What the Black Guard and Mystenaculis wants him for, one can only guess. As of two days prior, he was reportedly still alive…

The half-elven Sorceress Pardonei Cometstrike states that she knows a secret back way into the Ministry of Truth, as she had infiltrated it several months earlier with a small group of adventurers seeking to free the Naturalist Wa’Oolum. Bravely, Pardonei volunteers to lead the rescue party. The Elven Druid Gallipolas offers his hand in this party as does the Blood Mage, Lazbin. Deciding muscle is needed for this party in addition to spells, Rog, the Half-Orc barbarian offers to fill that role. Lastly, the party decides then need stealth as well as someone who can pick locks as well as disarm traps. They reluctantly agree on the assistance of Lord Topaz who offers his aid, amazingly at no cost. Gallipolas summons his dog, Fig, to join them and the party is complete.

Using a pair of Helm of Teleportation, the party transports to the old cemetery outside the Ministry of Truth in Westgate. They arrive early in the morning and instantly cast invisibility spells on the party. Pardonei’s voice leads them to the mausoleum of Lord Griterium Ah-N. The party enters the mausoleum and Pardonei shows them the sliding secret door at the back of the mausoleum. Lord Topaz enters the secret door and scouts ahead. He reports a massive stone stairway leading into the bowels of the earth.

Lord Topaz leads the party down several hundred feet of stone stairways that end in a stone wall. His scouting prowess indicated to the party that this stairway is seldom, if ever, used. They slide back the wall at the end of the stone stairway, which shifts easily, opening into a weapons and armor cache. A large anvil and forge dominate the center of the room, which is lined with various banded mail armor along the walls. The two doors to the room are blocked by six featureless clay Golems. Lord Topaz indicates that they are not active as he moves through the room. The party quickly files into the room and instruct Lord Topaz to pick the locks to the doors that bar their way. Revealing a set of adamantine lock picks, the stealthy mercenary quickly picks locks to both doors. Lazbin, again, laments at not studying harder in Rogue school.

After scouting the hallway beyond the door along the same wall as the secret door, Lord Topaz reports that the hallway goes on for over seventy feet. He reports the sounds, of what seems to be singing or chanting, as he progressed down the hallway. Gallipolas instructs him to scout the hallway beyond the other door as well. After ten minutes the mercenary returns to report a Dragonreach Alliance Trooper sentry guarding a door at the end of the second hallway. He also reports an alarm glyph on the floor just a few feet away from the sentry. Pardonei indicates that this hallway led to the torture room and prison cells that she freed Wa’Ooolum from after a doing battle with a Night Mask mage and the then Night Masks Leader, Plague Cougarsclaw.

Resonating throughout all the hallways is what Lord Topaz described as singing or chanting that seemed to get louder as the party descended the hallway.

As the party descends the hallway, Gallipolas changes his form to resemble another Dragonreach Alliance Trooper. His plan is to either charm his quarry for information or incapacitate him. The disguised Gallipolas approaches the Dragonreach Alliance Trooper and his ruse works, the trooper tells him to get back to his post as the Black Guard are in their morning prayers to Mystenaculis and will know if something is amiss. Casting a hold person spell, Pardonei incapacitates the trooper. She and Gallipolas toss the hapless trooper into one of their Bags of Holding. The party as a whole approaches the door and they hear screams of agony and torture coming from behind the door. Gallipolas and Lazbin decide that the hallway to the left of the door must be explored and any other sentries must be incapacitated.

All around them, the party can hear the chanting of what the sentry described as the Black Guard at prayer. Lazbin’s studies of the Infernal language allows him to translate the chants as prayers to Mystenaculis as some form of deity.

As the party rounds a corner in the hallway, they spy another lone Dragonreach Alliance Trooper guarding an ornate, black, wooden door. Like the previous Trooper, this one is clad in standard green scale armor and armed with a short bow as well as dual short swords at his sides. Another Hold Person spell from Pardonei and this trooper is also held in place. Rog chortles as he approaches this trooper with a rope and gag.

As Rog begins to bind the held trooper, he spies another, thirty feet down the hall, guarding a door. Spying the less than inconspicuous Half-Orc barbarian, this trooper draws his swords and sounds the alarm. Gallipolas sends Fig to contend with this new threat and the dog races across the hallway towards the armed Trooper. Rog tosses the helpless Trooper into his Bag of Holding and proceeds to bash down the ornate, black, wooden door in front of him.

As the door crashes in, clerical chants reach a crescendo in Infernal as the party takes in what is beyond this door. The room is a clerical temple and barracks to the Black Guardsman. There are six guardsman recently interrupted from prayer. Each is cloaked in black robes and hoods, their faces hidden. Gallipolas and Lazbin clearly recognize the symbol of Mystenaculis adorned on a black chain around each guardsman’s neck. The stench of awful, hellish, evil is thick and emanates like fog from this room.

Unfortunately, the guardsmen are not alone as three eight foot tall Bearded Devils wielding their wicked glaives stand between the party and the Black Guardsmen. Will Rog EVER be free of these taunting Devils?

The battle is joined by Rog, who roars and charges his evil arch enemies and is hit repeatedly by the magical wounding of the Bearded Devils’ glaives. A Silence spell from one of the Black Guardsman robs Lazbin of his spell casting so the Blood Mage draws his trusty mace. A volley of Magic Missile from Pardonei slams into one of the Bearded Devils causing it to yelp in pain. Gallipolas turns his Druidic magic on the casting Black Guardsman. His spell manages to blind and injure three of the guardsman while the other three blast the seasoned Druid with rays of black magic from their unholy symbols.

Behind the party a rear attack by another Trooper is foiled by Lord Topaz. He whisks four thrown daggers into the throat of the approaching Trooper. Gurgling, the trooper drops to the floor. He does not get up.

In the meantime, Fig continues to assault the trooper as his master ordered him to. The faithful dog rips through the armor of his opponent as the trooper continues to try to keep Fig at bay with his short swords. Rog slams his fists again and again into one of the Bearded Devils matching him blow for blow. Lazbin is skewered by one of the Devils and his wound begins to fester. Gallipolas begins casting a Wall of Fire spell as Lord Topaz takes to the front lines next to Rog, his infamous skull-capped dagger and curved dagger in his hands. Gallipolas’ Wall of Fire ignites the Black Guardsman but seemingly has no effect on the Bearded Devils.

The door behind the trooper that Fig is fighting opens to reveal another Dragonreach Alliance Trooper armed with a short bow who promptly puts three arrows into Lazbin. Pardonei turns and lets loose a Lightning Bolt spell into both the trooper on Fig and the new Trooper bearing the short bow. The smell of seared flesh and leather wafts throughout the hallway, however, both troopers still have some fight left in them.

Lord Topaz’s slashing daggers and zeal for slaughter begin to make short work of the Bearded Devil line as he immediately drops two of them. Gallipolas’ Wall of Fire spell further wounds the six Black Guardsman, driving three of them to the front line to face Rog and Lord Topaz. The three blinded Black Guardsman move away from the Wall of Fire and take refuge behind the remaining Bearded Devil. The Black Guardsman now draw black light maces from their belts and wade into combat with Lord Topaz and Rog.

Out in the hallway, Lazbin is set upon from the shadows a hideous undead creature in a black cloak and fine black leather armor. The creature, wearing the symbol of the Night Masks around his neck, slashes at the Blood Mage with a dagger and reaches a cold, undead claw for him. The unearthly cold from beyond the grave is draining, but the Blood Mage’s reflexes serve him well as he evades the creature’s life draining clutches. Gallipolas, seeing his friend in peril, lights up this new menace with a Flame Strike spell. The creature is engulfed in flame, but survives the Druid’s spell attack.

In the temple, Lord Topaz’s daggers rip through the Masterwork chain mail of the Black Guardsman as he cuts the throat of one and plunges his second dagger into the eye of another. Rog grabs the third guardsman on the front line and grapples him against the wall in an Earth’s Embrace. The sickly sound the guardsman’s ribs and bones breaking and his screams fill the room brings a sly smile to Lord Topaz as he continues his assault on the last Bearded Devil.

Out in the hall, Pardonei unleashes yet another Lightning Bolt spell at the two troopers, blowing a hole in one and tossing the other across the room. Both are slain.

Gallipolas summons another Flame Strike spell against the undead Night Mask assailant. This spell completely immolates the creature, leaving nothing but it’s daggers, black leather armor, and an enchanted rust colored bag.

Rog continues to crush the very life out of the Black Guardsman he is grappling, and finally manages to crush his opponent’s spine with a sickening crack. The Half-Orc howls in victory, however his wounds are continuing to fester.

As Lord Topaz managed to dispatch the last of the Bearded Devil shock troops, the three blind Black Guardsmen manage to magically Gate in three more Bearded Devils to protect them. Rog and Lord Topaz set upon these three with renewed relish. Rog and Lord Topaz take both blows from the wicked wounding Glaives of the devils but rays of black magic from the unholy symbols of the Black Guardsman.

The mercenary and barbarian make short work of the devils and the wounded Black Guardsman. The dreaded skull-capped dagger of Lord Topaz left one of the Devils and one of the Guardsman seemingly paralyzed. The mercenary indicated that they are not dead, but are suffering terribly. They cannot talk or divulge any information. Lazbin witnessed this strange magic on one of the Pit Fiends that was stabbed at the Gates of Hell by Lord Topaz.

The party regroups and all wounded are bound and healed by Gallipolas. Rog and Lazbin fester no more.

Pardonei leads the party to the door down the hall guarded by the Dragonreach Alliance Trooper she so capably blew a hole through with her Lightning Bolt spell. The door leads to the torture chamber and prison cells of the Ministry of Truth. The stench of death, urine, and rotting corpses hangs heavily in the air here.

Three cells appear to be occupied by those other than the dead. A voice cries out for Lazbin and Gallipolas from one of the cells. It is Councilwoman Morgan Camm. She is barely recognizable by the druid and Blood Mage as she has been beaten, starved, and tortured. She pleads for freedom and she is released.

The occupant of the second cell answers to the name of Mintassin, A very wizened old man. He has been tortured and starved as well. The Planeswalker is released contingent on his promise to retrieve the soul of Forkbeard from the soul gem that it is imprisoned in. The Planeswalker happily agrees for his freedom.

The occupant of the last cell holds up a sickly, cold, gray hand and pleads for the party to stay away from him. He averts his face from the party but calls Gallipolas and Lazbin by name. The two ask the prisoner his name. He prisoner lifts his head up to face the party. It is Sir Vesten Roh-Jar… Although his countenance suggests one who recently has been turned into the Undead, he very much resembles the undead creature Gallipolas destroyed in the outer hallway. Sir Vesten pleads for the party not to leave him in his current state. He states that he was the one responsible for Cormyr not joining the Dragonreach Alliance as he has been smuggling information out of Westgate to his cousin Zelothian Roh-Jar in Cormyr. He states his cousin is a Purple Dragon Knight of Cormyr and will be leading an advance force across the Dragonreach as the vanguard of the Cormyrian Army. He was recently discovered by the deductive magic of the Black Guard, tortured, and thrown in prison. His transformation into undead happened only recently, but he retained some of his human personality and was kept imprisoned until his undead hatred of the living began to take effect.

Gallipolas and Lazbin assure the ill-fated Sir Vesten Roh-Jar that his cousin has indeed reached them and has led the advance forces of the Cormyrian Army to destroy the Black Legion and free Westgate from Mystenaculis. At this point, Sir Vesten pleads to be sent to the halls of his father’s in death. Lazbin sadly ends the life of the noble Sir Vesten Roh-Jar.

As the party dispatches the brave freedom fighter, a cloud of fire and brimstone fills the far end of the room. From the cloud emerge six more fully armed Black Guardsman and Councilman Dimloch armed with a brightly glowing staff.

Mintassin screams for the party to flee as the enchanted nature of this building will not accommodate teleportation out. Lord Topaz leaps into action, hurling four daggers at the ensorcelled councilman. All four daggers bounce harmlessly off of an invisible barrier in front of the councilman.

The party runs swiftly for the door and Lord Topaz states that he will cover their retreat with his short bow. The party’s escape through the door leading to the outer hall is a close call, as they narrowly avoid a Delayed Blast Fireball hurled at them by Councilman Dimloch. Lord Topaz fires off four arrows from his short bow as the party retreats down the hallway towards the armory. They narrowly dodge an earth-shattering Lightning Bolt spell.

In the armory, the inner door is spiked, trapped, and locked by Lord Topaz to block those that pursue them. The rescue party makes an expeditious retreat back up the staircase to the cemetery where they then teleport back to Threshold.

Back in Threshold, the party rejoins Mikhailus who aids them in healing and identifying newly found magic items. The party heals everyone and aids Mintassin in preparations to reunite Forkbeard’s soul with his body. After several hours Mintassin is successful in doing just that. The Dwarven ranger is disoriented but Mintassin explains he will regain his memory and be his former self in time.