Characters: Cheynar, Illdric, JadeBlade, Janora, Vi’Helm
NPCs: Jynn Thatcher
Synopsis: Qualen Shadowbourne is summoned to the hidden shrine of Kelemvor by his new mentor Jynn Thatcher, a disciple of Kelemvor who seeks to strengthen his god and re-establish his presence on the Dragon Coast. Trekking through the diseased city of Teziir, Qualen and his comrades use the poorly scrawled map to a section of the city that has been quarunteened. Massive hand-painted signs ward the area, but not a soul is around to enforce it.
The map leads them to a multi-story brownstone, but the directions for entrance indicate the shrine is in the cellar of the house. Moving through the adjacent alleyway, they are attacked by the ghost of Poor Friar Tomas. The filth of the alley works against the group as Qualen succumbs to the fumes of some airborne mold. Vi’Helm forces the ghost to flee as the cleric presents the holy symbol, but the noise of battle attracks the scarred, old man Jynn Thatcher.
Jynn invites the group into the cellar. Illuminated by numerous candles mounted on shoulder-height iron stands, the room holds several items sacred to Kelemvor, the Lord of the Dead and Judge of the Damned. A gentle-reposed corpse lies covered on a low-standing altar. Jynn describes Qualen’s particular remorse of his fallen companion Farthick and has promised to return the dwarf to the plain of the living, if he can find his soul and if he wishes to return.
But Jynn’s concerns lie outside of the city limits. It has come to his attention that a mysterious mound of stone has appeared not three miles towards the coast. Jynn announces that he is resurrecting the Eternal Order, a knightly order of Kelemvor whose purpose is to hunt and destroy powerful undead. The rumor of this stone mound houses a temple of an ancient sect. But the mystery is why it has appeared. Hand in hand with the rumor the temple is the fact that an undead kobold has taken residence inside and is manipulating the dead. Qualen’s first step towards the Eternal Order was to eliminate this threat, but the warrior lies stricken from the disease of Teziir. The others must carry out the mission.
Reluctantly the group journeys to the temple, following another one of Jynn’s crude maps. Cheynar scouts ahead of the group sneaking inside the temple threshold, but the trespassing provokes a cluster of water elementals from a broken fountain of worship. The others arrive to aid the scout, but the battle has twisted against Cheynar’s favor, forcing her deeper into the temple’s interior. Another guardian is triggered as a floating mystic cloud targets the catfolk attempting to suffocate the intruder. The group comes to Cheynar’s side and defeats the elemental sentries.
Beyond the first two chambers, the group spies a cluster of movement beyond. Moving to the central tomb, they meet the undead kobold sorcerer Oppol who has animated the bodies of his destroyed tribe. But before they can mount a unified front, damned spirits spew out from tomb chambers from behind, creating two fronts of this battle. The superior skill and weaponry of the group proves that they have come far in a short period of time. Oppol is eliminated by Illdric as JadeBlade annihilates the kobold zombie tribe.
The others fair far worse against the evil dead and Cheynar retreats to the entrance. As the kobolds are destroyed Ildric and JadeBlade return to the others and help to destroy the undead. Cheynar draws one to the temple’s door, but it returns to the tomb to expel the others. Finally, the assault ends after the last walking dead is dropped. The ancient temple stands silent but offers much in sight. Murals depict grand cities, some atop clouds and some below the sea. A warrior is depicted in a mural wearing coral armor standing proudly among his people.
The group takes etchings and recovers some of the arms of the kobold attackers. As the sun sets, the group returns through the frozen coast back to the dying city of Teziir. Jynn is astounded at their success and relishes the etchings they procured. Their treasure will go a long ways towards understanding the mystery of the temple’s appearance. Thankful for their efforts, the cleric of Torm heals their more grevious wounds and promises to focus his efforts on the dwarf warrior Farthick by asking Kelemvor to spare his soul. But something is amiss in the City of the Dead. And something is amiss amongst the lost souls of Teziir.
Encounters: ghost, two shadows, two water elementals, belker, ten kobold zombies, 5 wights, and an undead kobold sorcerer.
Achievements: defeated the evil undead of the temple and restored it to peace.
Showing posts with label Jynn of the Kelemvor Sect. Show all posts
Showing posts with label Jynn of the Kelemvor Sect. Show all posts
Monday, April 26, 2010
Thursday, September 10, 2009
Teziir’s Men of the Basalisk
- Characters: Alrak, Belton Stoutshield, Crulamin, Dimak Cloudchaser Ogolakanu, Farthick, Qualen
- NPCs: Domollo Blue, Jynn of the Kelemvor Sect
- Synopsis: Domollo Blue has gathered a small band of adventurers at the Smelted Horse in Teziir. A secret contact has been initiated with the Men of the Basalisk, an underground guild rumored to be attempting to take down the Astorians, thieves guild of Teziir. Domollo Blue’s task is to gather a group capable of achieving greatness, but also of surviving. The first task of their initiation is to seek out a crazed were-rat that sought the destruction of Teziir through a series of politically motivated kidnappings and murders, as well as attempted take-overs of the ratcatchers’ guild, the garbage collectors’ guild, and the sewer workers’ guild. The were-rat, one Vernon Archer, was thwarted in his conquest but escaped capture. The target lives on a garbarge scow, frozen in place off the docks in the gulf. The band braves the winter stricken streets only to be targeted by a sniper and a watcher. Both escape and the group calls off the pursuit in lieu of grabbing the attention of the Teziiran guard. Down at the docks, the were-rat’s barge is easy to locate, stacked high with refuse and ill-smelling waste that even winter’s wind cannot disperse. They are immediately attacked by two giant cockroaches as they maneuver onto the barge. The guardians are destroyed after a lengthy melee, and the party proceeds to the lone shack nestled within the mountains of garbage. Through the trapped door, the band stumbles into the firing range of the were-rat, quickly surrounding their target and coordinating the attack to their advantage. Vernon Archer is well dug in, and succeeds in voraciously biting Belton Stoutshield on his casting arm. The were-rat is systematically destroyed before it can infect anyone else, as the group discovers the lair’s treasure, and the almost unmentionable decayed corpse of another female were-rat, propped and meticulously maintained inside a storage closet. Domollo Blue promises to report their success, and if they are still interested, periodically meet the group at the Smelted Horse for further tasks from the secret Men of the Basalisk.
- Encounters: Astorian sniper, two giant cockroaches, trapped door, the were-rat Vernon Archer
- Achievements: gained an ally one of the local blacksmiths, Potter Helm, stumbled upon a hidden sect of Kelemvor with the contact Jynn, drew the attention of Astorian assassins, defeated the crazed were-rat Vernon Archer, but Belton succumbed to the bite of the lycanthrope.
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