Journey Thru the Sea of Fallen Stars's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/jttsofs JOURNEY THRU THE SEA OF FALLEN STARS - CHAPTER 30 (ENGLISH)

 

 

 

CHAPTER 30

 



It´s the 4th day of Eleint , and the party is back at Ondlespur.

After emerging from the Tomb , back at Hammerfast , the party was taken to Marsinda Hammerfall , and after relating what they have discovered and what happened,  to her , the party was furious with the strict posture of the ruling body of Hammerfast. Especially because their work could have been less dangerous then what it was , and they even brought some evidences of the involvement of Geld Hammerstone , one of the council , in all of this. This eventually derives into an argument , and the party , although not at war , departed the city in worst terms then when they arrived.

The dwarf Batra , that developed bonds of friendship with the party in the meantime , decided to keep on travelling with them , not satisfied with the treatment his hometown have given the Company , and also because his inate curiosity hints him that with them , adventure is sure.

So the Company traveled back to Andhova´s Tower , and after putting her updated on their findings , she performed the Ritual that cleansed them of their curse , with the items they´ve adquired.

And then , they could finally get home.

Today , after the deserved rest , it´s time to deal with the new problems awaiting them.

Batra uses his time to get to know the town ,and is marveled with the sense of “acceptance” he gets from everyone . He meets his clansmen in town , Kavash , and learns from him , that Marsinda , wants him to keep on helping the Company , so that he can help mend the fissures made recently between Hammerfall and Ondlespur.Ha gladly accepts the task , not only because Marsinda asked him , but because he has became to enjoy the friendship of the Company.

When they all arrive at the Townhall , they are alerted that in the month they were away , a lot of people came looking for them ,and some are still in town , waiting.

One of the those waiting , is the Elf leader of the tribe that inhabits the Gray Forest, and Brastil´s old tutor, Ithlydium . The news he brings , besides claiming innocence in the continnuos attacks on Ondlespur caravans that are occurring in the Forest perpetrated by creatures of Fey origin , are mind-shattering to the young ranger.Irann , the elf maiden he loves and that he thought abandoned him , in fact left to the Dalelands to give birth to to Brastil´s daughter , Mari . Unfortunetely , the tribe with whom they were staying was attacked and both were kidnapped and taken to an unknown place.

Nermathed , is made aware that in the Grove is another Druid , named Nemeth waiting for him  he is an old friend of him , which , after Nermathed met him , reveals that their Forest in Northern Impiltur was attacked and Kara was abducted.

To Mindartis surprise , his old Myth Drannor teacher is also in town , waiting for him , and also with news of an attempt to kidnap , in this case , his sister , Miniaris , but , in this case , it failed due to the intervention of the Knights of Myth Drannor. In fact , they were even able to corner the leader of the attempt in the lower , forbidden ,dungeons below the Myth Drannor, but no one knows what happened to him.

Znog , during his walk in town , to meet with his fellow Orc survivors of his destroyed hold in Narfell , and that are currently working in Ondlespur , discovers that they also were attacked , by Demons , and that they were especially targeted by the attacks , but although few , they proved stronger then their opponents .  Brak , one of the Orcs , also informs Znog , that he saw one of the Dark Paladins that attacked them in Lyrabar , dealing with a Guild that is at war with their allies in the city.

Besides all of the facts  mentioned  , there are also troubling reports delivered to Ondlespur´s Council , gathered by Nebin , Lord Guntelov , Lord Van Deesbrock , Aldaron the Loremaster , Aethan and Vraak.   Here in Impiltur , they are informed of the advances of the Fraternity of Tharos , that is looking for and artifact in the northern part of the country , instructed by members of Impiltur´s Council aligned with the Fraternity  ,also in the northern part of the country the attacks of Brikklext , on towns that oppose the Fraternity is increasing , and helping them could possibly be a good strategy to gain allies , and  finally , there is still the problems with the neighbouring cities of Dilpur and Hlammach , whose populations sympathize with Ondlespur but that have ruling councils that are clearly against them.

There also news from abroad , from Aglarond  , with new develepoments on the Tome of Twilight Boughs , om Thesk with news about Sybbia and from the Dalelands with news of new commercial treaty being forged and develepoments on the whereabouts of Byar.

With so many decisions having to be made , they all gather to ponder , and decide that a another Company , with other members needs, to be assembled , to deal with the problems outside Impiltur , while the more experienced members of the Company of the Swift White Dragon will deal with the ones inside it´s borders. So , Tyrah , Vermahel , Axe , Codruta and Maevaki , this last 2 , members of the Swift Dragon network in Impiltur are sent to deal with problems abroad . Znog , Nermathed , Mindartis , Brastil , and Batra , who offers to keep on helping them , along with Nebin will deal with the problems with Dilpur and Hlammach.

So , on the 5th day of Eleint , they depart to Dilpur.

The party arrives there in one and a half days, and quickly starts to investigate the best way to get the city to their side.

Nebin , having already been there, proves to be a invaluable help,with his previous knowledge of the city , in which he learned that the majority of the city is on Ondlespur´s side , and that in fact they are ruled by a Council of Dwarves , aided by a host of Dwarven mercenaries that overlook the subdued City Guard. The Dwarves of the Council are lead by a Dwarf named Reorz Hammerfall, an exiled distant cousin of the ruling family of Hammerfast , that came into the city a few years past , and rapidly and cunningly eluded everyone and took hold of the city , and especially it´s gold mines , that he now explores with iron strength. The Dwarf council also has kept sided with the politics of New Sarchel , keeping out of their way by way of tribute to it´s ruling council.

So they devise a plan in which Batra enters the city alone to try and talk to it´s leader , but as he gains an audition with him , he realizes his supposed cousin doesn´t recognize him , and Batra notices that everyone of the 6 dwarves that make for the council , has a strange color to their eyes , brass, copper , gold , and silver.

Going into one of the less knowned taverns in the city , he arranges for a way to pass this information to his companions , that in the meantime , and with great fanfare , entered the city for a supposed rest.

The Company , then discovers that the loyalty of the mercenaries and the City guard can be easily changed , and in the cover of night , stealthly starts working on their plan to bribe them into betraying the Dwarf Council.

The plan is a success , and in the end of the night , they are on their side, leaving only the few guards and the Dwarf Council inside the Townhall and the neighbouring Villa where Reorz resides.

With the mourning slowly starting to creep into the night , they attack the Townhall , first in an silent way , but , with some bad luck , the attcka turns into an noisily assault. Inside the Townhall , along with a few Dwarven mercenaries , they find 2 members of the Council . And discover the truth of their strange eyes. The Dwarves are in fact Dragons in disguise. With the surprise factor on their side , the Company quickly kills everyone of their opponents , and discovers that they are being dominated by someone thu a strange bracelet the dragons have on their legs , and discover also an entrance to the mines , and so , release all the slaves that were there.

But , the noise of the battle serves also to alert the remaining Dragons inside the Villa , that , upon seing the efficiency of the Company, decide to depart Dilpur , with some of the gold they´ve collected.

The Company of the Swift White Dragon then decides that this cannot happen , and quickly moves in to stop them. Nermathed and Znog climb the Townhall , and upon it´s roof, with the help of Brastil , bring down 2 of the 3 Dragons that were escaping . It´s Reorz and it´s lieutenant , the two biggest Dragons. Only a small Gold Dragon escapes.

In the floor , Batra , Mindartis and Nebin eagerly await the falling dragons , and as soon as they crash , unleash all of their might upon the beasts.

The Dragons put on a fight , and manage to put unconscious Brastil and Mindartis on occasions , but the prowess of the sextet proves to much for the Dragons , and they try to escape , just to be once more brought down by Nermathed. In the end , the Company wins another fight.

The Company tries to extract information from the false Reorz , but quickly discovers that is useless , and Nermathed dispatches him. Unable to discover the origin of the bracelet , they keep it for later study , and investigate the Villa. Inside , they discover a lot of gold, and clues to a ritual that involved other Dragons , now dead. They also discover the bodies of the 6 dawrves whom the dragons took their indentity from.

When the sun appears , the Company ,with the help of the City guard , secures all the key locations of the city , and sends couriers to Ondlespur to bring Aethan here , so that he, along with Nebin , can better organize the future ruling council of Dilpur. The mercenaries, now working for them , are sent to Ondlespur.

And so , on the 7th day of Eleint , when Aethan enters Dilpur, he finds Nermathed , Znog , Mindartis , Brastil and Batra waiting at the best Inn , drinking and resting before setting on to Hlammach , and a new adventure.

 

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Thu, 17 Feb 2011 11:47:58 -0600 http://community.wizards.com/jttsofs/blog/2011/02/17/journey_thru_the_sea_of_fallen_stars_-_chapter_30_(english) http://community.wizards.com/jttsofs/blog/2011/02/17/journey_thru_the_sea_of_fallen_stars_-_chapter_30_(english)

 

 

 

CHAPTER 30

 



It´s the 4th day of Eleint , and the party is back at Ondlespur.

After emerging from the Tomb , back at Hammerfast , the party was taken to Marsinda Hammerfall , and after relating what they have discovered and what happened,  to her , the party was furious with the strict posture of the ruling body of Hammerfast. Especially because their work could have been less dangerous then what it was , and they even brought some evidences of the involvement of Geld Hammerstone , one of the council , in all of this. This eventually derives into an argument , and the party , although not at war , departed the city in worst terms then when they arrived.

The dwarf Batra , that developed bonds of friendship with the party in the meantime , decided to keep on travelling with them , not satisfied with the treatment his hometown have given the Company , and also because his inate curiosity hints him that with them , adventure is sure.

So the Company traveled back to Andhova´s Tower , and after putting her updated on their findings , she performed the Ritual that cleansed them of their curse , with the items they´ve adquired.

And then , they could finally get home.

Today , after the deserved rest , it´s time to deal with the new problems awaiting them.

Batra uses his time to get to know the town ,and is marveled with the sense of “acceptance” he gets from everyone . He meets his clansmen in town , Kavash , and learns from him , that Marsinda , wants him to keep on helping the Company , so that he can help mend the fissures made recently between Hammerfall and Ondlespur.Ha gladly accepts the task , not only because Marsinda asked him , but because he has became to enjoy the friendship of the Company.

When they all arrive at the Townhall , they are alerted that in the month they were away , a lot of people came looking for them ,and some are still in town , waiting.

One of the those waiting , is the Elf leader of the tribe that inhabits the Gray Forest, and Brastil´s old tutor, Ithlydium . The news he brings , besides claiming innocence in the continnuos attacks on Ondlespur caravans that are occurring in the Forest perpetrated by creatures of Fey origin , are mind-shattering to the young ranger.Irann , the elf maiden he loves and that he thought abandoned him , in fact left to the Dalelands to give birth to to Brastil´s daughter , Mari . Unfortunetely , the tribe with whom they were staying was attacked and both were kidnapped and taken to an unknown place.

Nermathed , is made aware that in the Grove is another Druid , named Nemeth waiting for him  he is an old friend of him , which , after Nermathed met him , reveals that their Forest in Northern Impiltur was attacked and Kara was abducted.

To Mindartis surprise , his old Myth Drannor teacher is also in town , waiting for him , and also with news of an attempt to kidnap , in this case , his sister , Miniaris , but , in this case , it failed due to the intervention of the Knights of Myth Drannor. In fact , they were even able to corner the leader of the attempt in the lower , forbidden ,dungeons below the Myth Drannor, but no one knows what happened to him.

Znog , during his walk in town , to meet with his fellow Orc survivors of his destroyed hold in Narfell , and that are currently working in Ondlespur , discovers that they also were attacked , by Demons , and that they were especially targeted by the attacks , but although few , they proved stronger then their opponents .  Brak , one of the Orcs , also informs Znog , that he saw one of the Dark Paladins that attacked them in Lyrabar , dealing with a Guild that is at war with their allies in the city.

Besides all of the facts  mentioned  , there are also troubling reports delivered to Ondlespur´s Council , gathered by Nebin , Lord Guntelov , Lord Van Deesbrock , Aldaron the Loremaster , Aethan and Vraak.   Here in Impiltur , they are informed of the advances of the Fraternity of Tharos , that is looking for and artifact in the northern part of the country , instructed by members of Impiltur´s Council aligned with the Fraternity  ,also in the northern part of the country the attacks of Brikklext , on towns that oppose the Fraternity is increasing , and helping them could possibly be a good strategy to gain allies , and  finally , there is still the problems with the neighbouring cities of Dilpur and Hlammach , whose populations sympathize with Ondlespur but that have ruling councils that are clearly against them.

There also news from abroad , from Aglarond  , with new develepoments on the Tome of Twilight Boughs , om Thesk with news about Sybbia and from the Dalelands with news of new commercial treaty being forged and develepoments on the whereabouts of Byar.

With so many decisions having to be made , they all gather to ponder , and decide that a another Company , with other members needs, to be assembled , to deal with the problems outside Impiltur , while the more experienced members of the Company of the Swift White Dragon will deal with the ones inside it´s borders. So , Tyrah , Vermahel , Axe , Codruta and Maevaki , this last 2 , members of the Swift Dragon network in Impiltur are sent to deal with problems abroad . Znog , Nermathed , Mindartis , Brastil , and Batra , who offers to keep on helping them , along with Nebin will deal with the problems with Dilpur and Hlammach.

So , on the 5th day of Eleint , they depart to Dilpur.

The party arrives there in one and a half days, and quickly starts to investigate the best way to get the city to their side.

Nebin , having already been there, proves to be a invaluable help,with his previous knowledge of the city , in which he learned that the majority of the city is on Ondlespur´s side , and that in fact they are ruled by a Council of Dwarves , aided by a host of Dwarven mercenaries that overlook the subdued City Guard. The Dwarves of the Council are lead by a Dwarf named Reorz Hammerfall, an exiled distant cousin of the ruling family of Hammerfast , that came into the city a few years past , and rapidly and cunningly eluded everyone and took hold of the city , and especially it´s gold mines , that he now explores with iron strength. The Dwarf council also has kept sided with the politics of New Sarchel , keeping out of their way by way of tribute to it´s ruling council.

So they devise a plan in which Batra enters the city alone to try and talk to it´s leader , but as he gains an audition with him , he realizes his supposed cousin doesn´t recognize him , and Batra notices that everyone of the 6 dwarves that make for the council , has a strange color to their eyes , brass, copper , gold , and silver.

Going into one of the less knowned taverns in the city , he arranges for a way to pass this information to his companions , that in the meantime , and with great fanfare , entered the city for a supposed rest.

The Company , then discovers that the loyalty of the mercenaries and the City guard can be easily changed , and in the cover of night , stealthly starts working on their plan to bribe them into betraying the Dwarf Council.

The plan is a success , and in the end of the night , they are on their side, leaving only the few guards and the Dwarf Council inside the Townhall and the neighbouring Villa where Reorz resides.

With the mourning slowly starting to creep into the night , they attack the Townhall , first in an silent way , but , with some bad luck , the attcka turns into an noisily assault. Inside the Townhall , along with a few Dwarven mercenaries , they find 2 members of the Council . And discover the truth of their strange eyes. The Dwarves are in fact Dragons in disguise. With the surprise factor on their side , the Company quickly kills everyone of their opponents , and discovers that they are being dominated by someone thu a strange bracelet the dragons have on their legs , and discover also an entrance to the mines , and so , release all the slaves that were there.

But , the noise of the battle serves also to alert the remaining Dragons inside the Villa , that , upon seing the efficiency of the Company, decide to depart Dilpur , with some of the gold they´ve collected.

The Company of the Swift White Dragon then decides that this cannot happen , and quickly moves in to stop them. Nermathed and Znog climb the Townhall , and upon it´s roof, with the help of Brastil , bring down 2 of the 3 Dragons that were escaping . It´s Reorz and it´s lieutenant , the two biggest Dragons. Only a small Gold Dragon escapes.

In the floor , Batra , Mindartis and Nebin eagerly await the falling dragons , and as soon as they crash , unleash all of their might upon the beasts.

The Dragons put on a fight , and manage to put unconscious Brastil and Mindartis on occasions , but the prowess of the sextet proves to much for the Dragons , and they try to escape , just to be once more brought down by Nermathed. In the end , the Company wins another fight.

The Company tries to extract information from the false Reorz , but quickly discovers that is useless , and Nermathed dispatches him. Unable to discover the origin of the bracelet , they keep it for later study , and investigate the Villa. Inside , they discover a lot of gold, and clues to a ritual that involved other Dragons , now dead. They also discover the bodies of the 6 dawrves whom the dragons took their indentity from.

When the sun appears , the Company ,with the help of the City guard , secures all the key locations of the city , and sends couriers to Ondlespur to bring Aethan here , so that he, along with Nebin , can better organize the future ruling council of Dilpur. The mercenaries, now working for them , are sent to Ondlespur.

And so , on the 7th day of Eleint , when Aethan enters Dilpur, he finds Nermathed , Znog , Mindartis , Brastil and Batra waiting at the best Inn , drinking and resting before setting on to Hlammach , and a new adventure.

 

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JOURNEY THRU THE SEA OF FALLEN STARS - CHAPTER 29 (ENGLISH)

 

                                 CHAPTER 29



After the rest is made , they continue their exploration fo the Tomb.

Retracing back , they go to the last intersection and move forward until the corridor's walls of finished stone give way to the rough rock of a natural chamber. Silvery mist shot through with delicate streamers of gold fills the air ahead. From out of the mists steps a regal human female. As she prepares to attack, her voice rings out like music: "Forgive me . . . . " , and then she attacks the group , it turns out to be a difficult battle due to the terrain and the mist .But once again  the prevail.

Going back to the corridor where they slep and open a heavy stone door wich is hinged to open from either side, its surface battered and cracked. The stone floors are stained with a disquieting red-black.

From ahead comes a dull rumbling. Bursting through the swinging stone doors, a massive construct fills the corridor as it advances on heavy bloodstained wheels. . A great magical construct known as a stone juggernaut leaves the area where it was and comes in their direction.

Eventually the party manages to disable it´s movement , and the sleep gas trap in the meantime activated.

Since the room where it was initially was empty  , they go thru the narrow crawlspace and then Znog smash thru unto another corridor that leads to an enormous door that fills the corridor from floor to ceiling ,gleaming with the dull sheen of adamantine.

The door has no handle or visible lock-only three slots at waist height, each 3 inches wide by 1 inch high., after some analyses and checks , they determine that only the presentation of  3 magic weapons opens this magic door.After some debate , Batra grudgently surrenders his own weapon , along with the 2 staffs they encountered recently , but , to their surprise , and joy , after opening the door , the weapons aren´t destroyed and they recover them , and then they are faced with an enormous chamber.

The ceiling of this huge chamber is supported by scores of massive columns, each carved of colorful pastel stone. A gentle breeze blows through the room. The muted colors of the pillars reflect light with a stranagly sinister cast. Just below the ceiling, the wall is set with a mosaic of a green dragon. This appears to be exactly the same as that first seen in the entrance hall to the tomb. Below it , are 3 doors , apparently are equal , and non-descripted 

On the other side of the room , the stark blackness of this huge dais contrasts with the pastel shades of the rest of the hall. Atop the dais rests an obsidian throne inlaid with silver and ivory skulls. A gold crown and a scepter of gold and silver rest upon the throne. The front of the throne is set with a replica of the crown inlaid in silver.

After some analyses , and after opening the 3 doors on the other side , and not wanting to procede thry neither of them , they discover the right way to activate the secret door that lies below the throne , and so , the party ateps thru yet another crawlspace. The narrow passage behind it leads to a wide landing that opens up ahead, its walls and ceiling of

untarnished silver and copper inlaid with ivory. A rising staircase is carved of multicolored semiprecious stone, and two massive mithral gates stand closed above it. Upon the fourth step is a large, cylindrical bronze key.

Strangely thou , the first thing the party senses , is that the curse of the gold is back , with the attacks from one of them unto a fellow companion, wich is very strange , since the curse should only be back in a couple of weeks….

Nevertheless , they continue.

After discovering that the bronze key is cursed , unfortunately for Mindartis , they manage to open the door , and they see beyond it a room with a ceiling of untarnished silver that  rises above the polished stone of the floor of this imposing chamber,that has its ivory walls inlaid with go1d. Two iron chests stand to either side of a granite sarcophagus graven with ancient glyphs. A thin stream of smoke

rises from a large brass urn set with filigreed gold. In all four corners stand 9 foot-tall statues of fierce demonic warriors cast in black iron, and their dread weapons are raised.

Using their cunning and experience , the group manages to de-activate the traps that set the statues thru the the urn , and to examine the chests without any affliction. In the end , the discover another secret door , that leads to a non-descript corridor , that ends in yet another small chamber.

As soon as Mindartis enters the room , he, and only he , due to his keen senses to all arcane ,  sees strange filaments running thru the walls and converging into a strange portal on one side of the north side of the room , that , try as he might , ha can´t discover it´s destination.

All others see a portal on the south wall , and Nermathed perceives a small keyhole in the west wall. After some discussion , the introduce the right key in it , and a panel of the east wall slides down , investigating it , they it´s a very small room with some items scattered in the floor , but , when they step unto it , the room trembles , and all of the room slides up , but , not before all of the party escapes it , and then it reveals another room , this one more lavishingly decorated , and upon a small dais , they see a human skull ,decorated with beautifull gems.

As soon as they hear the eery voice that emanates from the skull , the party realizes that they are up against the creator of the Tomb , Wulgreth.

“So….you managed to discover your way into my final resting place! To bad you won´t make it out! I won´t let you destry my Master careful laid plans!” . And with this the skull elevates from the floor and starts attacking the party .

He´s first attack takes everyone by surprise, because all of them are teleported back to siren room , and only then thus the fight really begins. This event happens every few moments , thus helping make this fight even more difficult for the party.

With great effort , and with some members very near death , the group manages to defeat their enemy , as chance have it , in the room where they started the fight.

With a wailing cry , the skull collapses to the floor , and a mist elevates from it and is sucked into the north portal ,and in that moment , all of the room starts trembling.  Sensing that they have little time , Batra orders it´s spirit companions to pass thru the south portal , and after not sensing any clear danger , jumps thru it , quickly followed by the rest , but not before Znog snatches the skull of the ground.

As soon as they emerge thru the portal, they see that they are in a crypt , with a smell of moth that shows that no clean air has entered in quite some time . A skeletal figure with the height of a dwarf is seated on a chair in a corner , and it looks up to them , and says : “Well , well ,well , it´s seems that finally someone has managed to pass thru Wulgreth´s Tomb! How lucky for me that you have…..” , and as he his talking , the party is attacked by 4 skeletons , 2 of dwarves , and 2 of orcs , that emerge from niches in the walls.  The dwarf figure , that the party discovers to be a lich , attacks them also.

The party is very tired , and this makes the fight very difficult , with once again , Mindartis and Brastil coming very near death.

During the fight , they discover some runes that permites them to know that the lich is called Moghadam Seekingstone , and that all of the crypt is enchanted with binding magic from Moradin and Gruumsh , and that teleportation , no matter how brief, to other planes is impossible . This , coupled with other findings , permites them to guess they are back at Hammerfast.

Moghadam , from the start of the fight targets Batra personally , and thru it he constantly tries to make Batra kill him , but , unfortunately for him , who makes the final blow is the battered Brastil. Thus , when the lich is killed , and it´s life essence tries to escape thru the portal ,he is pushed back , and the party sees it desperately going around the crypt , trapped.

After recovering from their wounds , they go around the crypt , finding the remains of the bodies of some Hreidasdottir clan members , and discovering 2 secret passages . One leads to the surface , the other to Tomb of Durhgathu Maendrar .

 The party then goes thru the later passage , and surprises the 2 guards there , because they weren´t counting on anyone showing up from that side.

But , who is most surprised in the end , are the members of company , because one of the guards says:

“Batra! How are you here , inside the Tomb , when you left for the Gray Forest 3 weeks ago!!!”

The party then realizes that the time they spent within the Tomb of Wulgreth was much longer then they suspected…..

 

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]]>
Mon, 14 Feb 2011 10:07:45 -0600 http://community.wizards.com/jttsofs/blog/2011/02/14/journey_thru_the_sea_of_fallen_stars_-_chapter_29_(english) http://community.wizards.com/jttsofs/blog/2011/02/14/journey_thru_the_sea_of_fallen_stars_-_chapter_29_(english)

 

                                 CHAPTER 29



After the rest is made , they continue their exploration fo the Tomb.

Retracing back , they go to the last intersection and move forward until the corridor's walls of finished stone give way to the rough rock of a natural chamber. Silvery mist shot through with delicate streamers of gold fills the air ahead. From out of the mists steps a regal human female. As she prepares to attack, her voice rings out like music: "Forgive me . . . . " , and then she attacks the group , it turns out to be a difficult battle due to the terrain and the mist .But once again  the prevail.

Going back to the corridor where they slep and open a heavy stone door wich is hinged to open from either side, its surface battered and cracked. The stone floors are stained with a disquieting red-black.

From ahead comes a dull rumbling. Bursting through the swinging stone doors, a massive construct fills the corridor as it advances on heavy bloodstained wheels. . A great magical construct known as a stone juggernaut leaves the area where it was and comes in their direction.

Eventually the party manages to disable it´s movement , and the sleep gas trap in the meantime activated.

Since the room where it was initially was empty  , they go thru the narrow crawlspace and then Znog smash thru unto another corridor that leads to an enormous door that fills the corridor from floor to ceiling ,gleaming with the dull sheen of adamantine.

The door has no handle or visible lock-only three slots at waist height, each 3 inches wide by 1 inch high., after some analyses and checks , they determine that only the presentation of  3 magic weapons opens this magic door.After some debate , Batra grudgently surrenders his own weapon , along with the 2 staffs they encountered recently , but , to their surprise , and joy , after opening the door , the weapons aren´t destroyed and they recover them , and then they are faced with an enormous chamber.

The ceiling of this huge chamber is supported by scores of massive columns, each carved of colorful pastel stone. A gentle breeze blows through the room. The muted colors of the pillars reflect light with a stranagly sinister cast. Just below the ceiling, the wall is set with a mosaic of a green dragon. This appears to be exactly the same as that first seen in the entrance hall to the tomb. Below it , are 3 doors , apparently are equal , and non-descripted 

On the other side of the room , the stark blackness of this huge dais contrasts with the pastel shades of the rest of the hall. Atop the dais rests an obsidian throne inlaid with silver and ivory skulls. A gold crown and a scepter of gold and silver rest upon the throne. The front of the throne is set with a replica of the crown inlaid in silver.

After some analyses , and after opening the 3 doors on the other side , and not wanting to procede thry neither of them , they discover the right way to activate the secret door that lies below the throne , and so , the party ateps thru yet another crawlspace. The narrow passage behind it leads to a wide landing that opens up ahead, its walls and ceiling of

untarnished silver and copper inlaid with ivory. A rising staircase is carved of multicolored semiprecious stone, and two massive mithral gates stand closed above it. Upon the fourth step is a large, cylindrical bronze key.

Strangely thou , the first thing the party senses , is that the curse of the gold is back , with the attacks from one of them unto a fellow companion, wich is very strange , since the curse should only be back in a couple of weeks….

Nevertheless , they continue.

After discovering that the bronze key is cursed , unfortunately for Mindartis , they manage to open the door , and they see beyond it a room with a ceiling of untarnished silver that  rises above the polished stone of the floor of this imposing chamber,that has its ivory walls inlaid with go1d. Two iron chests stand to either side of a granite sarcophagus graven with ancient glyphs. A thin stream of smoke

rises from a large brass urn set with filigreed gold. In all four corners stand 9 foot-tall statues of fierce demonic warriors cast in black iron, and their dread weapons are raised.

Using their cunning and experience , the group manages to de-activate the traps that set the statues thru the the urn , and to examine the chests without any affliction. In the end , the discover another secret door , that leads to a non-descript corridor , that ends in yet another small chamber.

As soon as Mindartis enters the room , he, and only he , due to his keen senses to all arcane ,  sees strange filaments running thru the walls and converging into a strange portal on one side of the north side of the room , that , try as he might , ha can´t discover it´s destination.

All others see a portal on the south wall , and Nermathed perceives a small keyhole in the west wall. After some discussion , the introduce the right key in it , and a panel of the east wall slides down , investigating it , they it´s a very small room with some items scattered in the floor , but , when they step unto it , the room trembles , and all of the room slides up , but , not before all of the party escapes it , and then it reveals another room , this one more lavishingly decorated , and upon a small dais , they see a human skull ,decorated with beautifull gems.

As soon as they hear the eery voice that emanates from the skull , the party realizes that they are up against the creator of the Tomb , Wulgreth.

“So….you managed to discover your way into my final resting place! To bad you won´t make it out! I won´t let you destry my Master careful laid plans!” . And with this the skull elevates from the floor and starts attacking the party .

He´s first attack takes everyone by surprise, because all of them are teleported back to siren room , and only then thus the fight really begins. This event happens every few moments , thus helping make this fight even more difficult for the party.

With great effort , and with some members very near death , the group manages to defeat their enemy , as chance have it , in the room where they started the fight.

With a wailing cry , the skull collapses to the floor , and a mist elevates from it and is sucked into the north portal ,and in that moment , all of the room starts trembling.  Sensing that they have little time , Batra orders it´s spirit companions to pass thru the south portal , and after not sensing any clear danger , jumps thru it , quickly followed by the rest , but not before Znog snatches the skull of the ground.

As soon as they emerge thru the portal, they see that they are in a crypt , with a smell of moth that shows that no clean air has entered in quite some time . A skeletal figure with the height of a dwarf is seated on a chair in a corner , and it looks up to them , and says : “Well , well ,well , it´s seems that finally someone has managed to pass thru Wulgreth´s Tomb! How lucky for me that you have…..” , and as he his talking , the party is attacked by 4 skeletons , 2 of dwarves , and 2 of orcs , that emerge from niches in the walls.  The dwarf figure , that the party discovers to be a lich , attacks them also.

The party is very tired , and this makes the fight very difficult , with once again , Mindartis and Brastil coming very near death.

During the fight , they discover some runes that permites them to know that the lich is called Moghadam Seekingstone , and that all of the crypt is enchanted with binding magic from Moradin and Gruumsh , and that teleportation , no matter how brief, to other planes is impossible . This , coupled with other findings , permites them to guess they are back at Hammerfast.

Moghadam , from the start of the fight targets Batra personally , and thru it he constantly tries to make Batra kill him , but , unfortunately for him , who makes the final blow is the battered Brastil. Thus , when the lich is killed , and it´s life essence tries to escape thru the portal ,he is pushed back , and the party sees it desperately going around the crypt , trapped.

After recovering from their wounds , they go around the crypt , finding the remains of the bodies of some Hreidasdottir clan members , and discovering 2 secret passages . One leads to the surface , the other to Tomb of Durhgathu Maendrar .

 The party then goes thru the later passage , and surprises the 2 guards there , because they weren´t counting on anyone showing up from that side.

But , who is most surprised in the end , are the members of company , because one of the guards says:

“Batra! How are you here , inside the Tomb , when you left for the Gray Forest 3 weeks ago!!!”

The party then realizes that the time they spent within the Tomb of Wulgreth was much longer then they suspected…..

 

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JOURNEY THRU THE SEA OF FALLEN STARS CAMPAIGN - Chapter 28 (English)

                                 CHAPTER 28



It´s the 8th day of Eleasias when the Party enters the Tomb of Wulgreth.

At the entrance to the tomb, the party gain their first glimpse of Wulgreth's nightmarish masterpiece.

The first light brought to bear on the corridor ahead reveals a flare of color undimmed by the passage of time. The walls and the ceiling 20 feet overhead are smooth plaster frescos illustrated with interior and exterior scenes. Herds of cows araze in open fields. A wooded copse conceals wolves on the prowl. Slaves of various humanoid and monstrous races go about their labors under the whips of fiends and other cruel creatures. Certain of the frescoes create the illusion of an interior space. A wizard's workroom is guarded by two jackalheaded humanoids. A library stands filled with many books and scrolls. A torture chamber holds a barred door behind which some fiendish creature lurks.

The floor of the corridor is an equally colorful mosaic of stone, set with a distinct 2 foot-wide path of red tiles snaking its way south.

The party´s progress down the mosaic hall is hindered by pit traps , but with their cunning and acute perception they manage to discover them , and find also a secret door behind the torture chamber fresco. Also , they perceive a message on the floor :

“ WULGRETH  CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION. SO MAKE OF THIS WHATEVER YOU WISH, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT!Go back to the tormentor or through the arch, and the second areat hall you'll discover. Shun green if you can, but night's good color is for those of great valor. If shades of red stand for blood the wise will not need sacrifice aught but a loop of magical metal- you're well along your march. Two pits along the way will be found to lead to a fortuitous fall, so check the wall. These keys and those are most important of all, and beware of trembling hands and what will maul. If you find the fals e, you find the true and into the columned hall you'll come, and there the throne that's key and keyed. The iron men of visage grim do more than meets the viewer's eye. You've left and left and found my Tomb and now your soul will die.”

When the door behind the fresco is opened , it frees a dread guardian from temporal stasis.

Even as the door opens, a shriek erupts from beyond it. An enormous four-armed gargoyle rears up, preparing to attack.The party rushes unto him , and quickly kills them.

A normal door connects the gargoyle's lair  with another room in this area.  The chamber beyond the door is 10 feet on a side and empty of everything but dust and grit.

Passing through this area involves the party going through a succession of secret doors. The party is attacked by magic , but eventually goes thru into a corridor , after a closed door. There , Brastil tries to open the locked door , but triggers it´s trap , and the door comes flying from it´s hinges and slam into the party. After this , they see another hall.

This broad hall is similar to the tomb entrance, its floor set with inlaid tiles and the walls and ceiling covered with painted frescos.

Strange glyphs, symbols, and faces are set within two ranks of humanoid and monstrous figures standing along both walls. Each figure appears to hold a colored sphere. A mist· filled archway opens up at the south end of the hall.

The party  determines that the glyphs are purely decorative. Most of the 3·foot·diameter spheres are painted onto the plaster walls. However, some spheres are illusions that conceal openings behind them, that are detected only by touch.

Once again , the party wisely discovers wich of the spheres is the right one to choose and goes on in their quest.

A 5-foot-diameter crawlspace lies beyond the illusionary black sphere .

The tunnel turns twice but maintains a southward course. Then suddenly, around a last bend, it stops dead at a blank wall of stone. However Nermathed , with his high perception detects a door behind the wall  , and then , Znog smashes thru it , revealing a wide room behind it.

In it , they see a mosaic path like the one at the tomb entrance, and runs from the secret door to pass between two rows of great wooden pews. The walls are painted with scenes of everyday rural life. However, the figures depicted there have rotting flesh and skeletal limbs, their features eaten away by worms. The party detects that powerful magic fills this area, and that it´s arcane in it´s origin.

A wooden railing divides this chapel, the mosaic path leading through it to a tiered dais set with a wooden chair, a pair of brass candelabra, and two large ceramic urns. Atop the dais, a stone altar glows an opalescent blue. The symbols of goodly Gods are engraved on its front. To the west of the altar, a stone archway is filled with a glowing orange mist. A humanoid skeleton in badly rusted black chainmail lies on the floor, pointing toward it.

The party enters the Chapel , and after discovering that the pews are trapped , painfully , they find a small hole in the wall , with the right diameter to introduce a small ring,and ,  correctly acerting it´s porpuse , Nermathed puts a magic ring in it , thus activating the secret door in the wall.

Beyond the ring portal, a flight of steps leads to a corridor , and there,  the party discover a series of pit traps where they find , in it´s bottom , an important secret door. After forcing the door open as normal, it,leads to another section of of the tomb.

Passing thru yet another crawlspace , they emerge on another corridor.

The corridor goes south , bending west unto a two flight of stairs that end in a wooden door. But , hidden behind a secret door at the top of the stairs,they discover yet another way to go.

Neverthless , curiosity propels them to go thru the two flights of stairs, that lead to a mist filled corridor below.

A faint haze hangs in the air, obscuring the corridor until the closed door. However, before the party opens the door, they must contend with the magically generated fear gas that fills this corridor.

Beyond the door, a dark stairwell descends into an area below ,the stairwell is filled with webs as it descends to a narrow stone chamber beyond. At the foot of the stairs, a faint golden light glows.

As they come into the room , the party sees that the gleam of golden light comes from a heavy mace inlaid with silver that lies at the foot of the stairs. Beyond it spreads a crypt filled with rotting and decayed furnishings. A gleaming golden couch stands at its center. From it, a skeletal figure with a crown on its head slowly rises.

"Who dares to disturb the rest of Wulgreth? It is your death you have found!" . The figure says , before lunging on them to attack.

It´s a difficult fight , due to the close quarters , but the Company , once again , smartly uses the Mace on their enemy , that they discover to be only a construct , probably put here to fool any adventurers that arrive at the room.

The false Wulgreth shrieks as it dies, disappearing in a cloud of dust that leaves only its crown behind. The party  investigates the room , when suddenly a dull rumbling is heard, and the room starts to shake. Stones rain down from the ceiling as a great grinding sounds out within the walls, seeming to warn of an imminent collapse.Magic brings the ceiling of the false crypt down in a cloud of dust and rubble , just as the party flee.

After a short rest , they go thru the corridor on top of the stairs. After some paces , they come upon yet another door , this one not traped, that opens into a room.

The former function of this area is clear when the party gain their first look through the door.

This ruined chamber was once a laboratory, and dusty jars still clutter the shelves that line its walls. The floor is strewn with rubble and dust, workbenches and tables covered with clay pots and urns, and bones and skulls. Three huge vats stand to the south.

Inside the vats they see 3 keys hovering in the liquido on them . The Company tries with caution to retrieve the keys , but nevertheless awake the magic within the vats , thus having to defend themselves , and use brute force to get the keys.

After not finding nothing of interest beside the keys , Batra discovers yet another secret door.

As with almost everything in the Tomb , this leads to another corridor with a flight of stairs on it´s end.

As the party descend the stairs, they find the way forward blocked. Beyond the corner, a  10 foot deep pit completely fills 30 feet of passageway ahead. Its floor is a mass of wide-set rusted iron spikes.

While some members climb down into the pit and tries to walk through the wide-set spikes , they however discover  that the last meters of the pit hold a deadly trap. Seing this , Brastil pulls on a amazing feat of acrobatics and athletics , and sommersaults thru the pit , usng the walls to propel him.

After the pit , they come upon a sort of fine lounge or funeral chamber, this area has been thoroughly ransacked. The remains of rotting sofas and thronelike chairs stand among upturned tables, broken braziers, and chipped and dented vases and urns. Only the plain tapestries hanging upon the east and west walls appear to have been spared a rough rotting. These feature weed-wown rocks and ween and golden scenes of undersea life.Sadly , as the party inspect them , they discover that behind the tapestries are some dangerous green slime horrors , along with traps.

This is yet another battle , that although not being overly difficult , takes it´s toll on the tired group.

Behind a trap , they find another crawlspace. Going thru it , they come upon another corridor , that goes two ways , one , into a cavern filled with mist , and another thru a corridor , that leads to an area where the walls of the corridor show signs of something heavy grinding thru them.

The party chooses to investigate the corridor , and after finding another secret passage way that leads to a crawlspace that ends in a rock wall , and some others niches that offer some security , they decide to use this , apparently safe location , to take an extended rest to refill they strength.

 

 

 

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Thu, 06 Jan 2011 11:18:02 -0600 http://community.wizards.com/jttsofs/blog/2011/01/06/journey_thru_the_sea_of_fallen_stars_campaign_-_chapter_28_(english)_ http://community.wizards.com/jttsofs/blog/2011/01/06/journey_thru_the_sea_of_fallen_stars_campaign_-_chapter_28_(english)_

                                 CHAPTER 28



It´s the 8th day of Eleasias when the Party enters the Tomb of Wulgreth.

At the entrance to the tomb, the party gain their first glimpse of Wulgreth's nightmarish masterpiece.

The first light brought to bear on the corridor ahead reveals a flare of color undimmed by the passage of time. The walls and the ceiling 20 feet overhead are smooth plaster frescos illustrated with interior and exterior scenes. Herds of cows araze in open fields. A wooded copse conceals wolves on the prowl. Slaves of various humanoid and monstrous races go about their labors under the whips of fiends and other cruel creatures. Certain of the frescoes create the illusion of an interior space. A wizard's workroom is guarded by two jackalheaded humanoids. A library stands filled with many books and scrolls. A torture chamber holds a barred door behind which some fiendish creature lurks.

The floor of the corridor is an equally colorful mosaic of stone, set with a distinct 2 foot-wide path of red tiles snaking its way south.

The party´s progress down the mosaic hall is hindered by pit traps , but with their cunning and acute perception they manage to discover them , and find also a secret door behind the torture chamber fresco. Also , they perceive a message on the floor :

“ WULGRETH  CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION. SO MAKE OF THIS WHATEVER YOU WISH, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT!Go back to the tormentor or through the arch, and the second areat hall you'll discover. Shun green if you can, but night's good color is for those of great valor. If shades of red stand for blood the wise will not need sacrifice aught but a loop of magical metal- you're well along your march. Two pits along the way will be found to lead to a fortuitous fall, so check the wall. These keys and those are most important of all, and beware of trembling hands and what will maul. If you find the fals e, you find the true and into the columned hall you'll come, and there the throne that's key and keyed. The iron men of visage grim do more than meets the viewer's eye. You've left and left and found my Tomb and now your soul will die.”

When the door behind the fresco is opened , it frees a dread guardian from temporal stasis.

Even as the door opens, a shriek erupts from beyond it. An enormous four-armed gargoyle rears up, preparing to attack.The party rushes unto him , and quickly kills them.

A normal door connects the gargoyle's lair  with another room in this area.  The chamber beyond the door is 10 feet on a side and empty of everything but dust and grit.

Passing through this area involves the party going through a succession of secret doors. The party is attacked by magic , but eventually goes thru into a corridor , after a closed door. There , Brastil tries to open the locked door , but triggers it´s trap , and the door comes flying from it´s hinges and slam into the party. After this , they see another hall.

This broad hall is similar to the tomb entrance, its floor set with inlaid tiles and the walls and ceiling covered with painted frescos.

Strange glyphs, symbols, and faces are set within two ranks of humanoid and monstrous figures standing along both walls. Each figure appears to hold a colored sphere. A mist· filled archway opens up at the south end of the hall.

The party  determines that the glyphs are purely decorative. Most of the 3·foot·diameter spheres are painted onto the plaster walls. However, some spheres are illusions that conceal openings behind them, that are detected only by touch.

Once again , the party wisely discovers wich of the spheres is the right one to choose and goes on in their quest.

A 5-foot-diameter crawlspace lies beyond the illusionary black sphere .

The tunnel turns twice but maintains a southward course. Then suddenly, around a last bend, it stops dead at a blank wall of stone. However Nermathed , with his high perception detects a door behind the wall  , and then , Znog smashes thru it , revealing a wide room behind it.

In it , they see a mosaic path like the one at the tomb entrance, and runs from the secret door to pass between two rows of great wooden pews. The walls are painted with scenes of everyday rural life. However, the figures depicted there have rotting flesh and skeletal limbs, their features eaten away by worms. The party detects that powerful magic fills this area, and that it´s arcane in it´s origin.

A wooden railing divides this chapel, the mosaic path leading through it to a tiered dais set with a wooden chair, a pair of brass candelabra, and two large ceramic urns. Atop the dais, a stone altar glows an opalescent blue. The symbols of goodly Gods are engraved on its front. To the west of the altar, a stone archway is filled with a glowing orange mist. A humanoid skeleton in badly rusted black chainmail lies on the floor, pointing toward it.

The party enters the Chapel , and after discovering that the pews are trapped , painfully , they find a small hole in the wall , with the right diameter to introduce a small ring,and ,  correctly acerting it´s porpuse , Nermathed puts a magic ring in it , thus activating the secret door in the wall.

Beyond the ring portal, a flight of steps leads to a corridor , and there,  the party discover a series of pit traps where they find , in it´s bottom , an important secret door. After forcing the door open as normal, it,leads to another section of of the tomb.

Passing thru yet another crawlspace , they emerge on another corridor.

The corridor goes south , bending west unto a two flight of stairs that end in a wooden door. But , hidden behind a secret door at the top of the stairs,they discover yet another way to go.

Neverthless , curiosity propels them to go thru the two flights of stairs, that lead to a mist filled corridor below.

A faint haze hangs in the air, obscuring the corridor until the closed door. However, before the party opens the door, they must contend with the magically generated fear gas that fills this corridor.

Beyond the door, a dark stairwell descends into an area below ,the stairwell is filled with webs as it descends to a narrow stone chamber beyond. At the foot of the stairs, a faint golden light glows.

As they come into the room , the party sees that the gleam of golden light comes from a heavy mace inlaid with silver that lies at the foot of the stairs. Beyond it spreads a crypt filled with rotting and decayed furnishings. A gleaming golden couch stands at its center. From it, a skeletal figure with a crown on its head slowly rises.

"Who dares to disturb the rest of Wulgreth? It is your death you have found!" . The figure says , before lunging on them to attack.

It´s a difficult fight , due to the close quarters , but the Company , once again , smartly uses the Mace on their enemy , that they discover to be only a construct , probably put here to fool any adventurers that arrive at the room.

The false Wulgreth shrieks as it dies, disappearing in a cloud of dust that leaves only its crown behind. The party  investigates the room , when suddenly a dull rumbling is heard, and the room starts to shake. Stones rain down from the ceiling as a great grinding sounds out within the walls, seeming to warn of an imminent collapse.Magic brings the ceiling of the false crypt down in a cloud of dust and rubble , just as the party flee.

After a short rest , they go thru the corridor on top of the stairs. After some paces , they come upon yet another door , this one not traped, that opens into a room.

The former function of this area is clear when the party gain their first look through the door.

This ruined chamber was once a laboratory, and dusty jars still clutter the shelves that line its walls. The floor is strewn with rubble and dust, workbenches and tables covered with clay pots and urns, and bones and skulls. Three huge vats stand to the south.

Inside the vats they see 3 keys hovering in the liquido on them . The Company tries with caution to retrieve the keys , but nevertheless awake the magic within the vats , thus having to defend themselves , and use brute force to get the keys.

After not finding nothing of interest beside the keys , Batra discovers yet another secret door.

As with almost everything in the Tomb , this leads to another corridor with a flight of stairs on it´s end.

As the party descend the stairs, they find the way forward blocked. Beyond the corner, a  10 foot deep pit completely fills 30 feet of passageway ahead. Its floor is a mass of wide-set rusted iron spikes.

While some members climb down into the pit and tries to walk through the wide-set spikes , they however discover  that the last meters of the pit hold a deadly trap. Seing this , Brastil pulls on a amazing feat of acrobatics and athletics , and sommersaults thru the pit , usng the walls to propel him.

After the pit , they come upon a sort of fine lounge or funeral chamber, this area has been thoroughly ransacked. The remains of rotting sofas and thronelike chairs stand among upturned tables, broken braziers, and chipped and dented vases and urns. Only the plain tapestries hanging upon the east and west walls appear to have been spared a rough rotting. These feature weed-wown rocks and ween and golden scenes of undersea life.Sadly , as the party inspect them , they discover that behind the tapestries are some dangerous green slime horrors , along with traps.

This is yet another battle , that although not being overly difficult , takes it´s toll on the tired group.

Behind a trap , they find another crawlspace. Going thru it , they come upon another corridor , that goes two ways , one , into a cavern filled with mist , and another thru a corridor , that leads to an area where the walls of the corridor show signs of something heavy grinding thru them.

The party chooses to investigate the corridor , and after finding another secret passage way that leads to a crawlspace that ends in a rock wall , and some others niches that offer some security , they decide to use this , apparently safe location , to take an extended rest to refill they strength.

 

 

 

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JOURNEY THRU THE SEA OF FALLEN STARS CAMPAIGN - Chapter 27 (English) 50f6fe37cf008f6e42cc643eeb760592.jpg?v=81004

CHAPTER 27



It´s the 4th day of Eleasias .The Swift White Dragon Company is in the Gray forest and has just stepped thru the portal opened up by Andhova.

The search for the cave where the Hreydasdottir clan last was seen working , and where Batra discovered some clues begins. Although Batra knows the general direction of it , the right spot eludes him , because the first time he was there , is God Mielikki guided him , so the Company has to rely on their tracking skills , and Brastil´s knowledge of the Forest he once called home . Nevertheless , their search takes them to the northern portion of the forest , and Brastil´s tribe inhabited the south part of it.

During their journey the party senses great instability in the forest , and manages to see a lot of creatures killed in fights between themselves , and the bodies left undamaged by predators. Further investigation ,even amongst Brastil´s tribe , let´s them conclude that all the attacks have a single common aspect , either the attacker or the attacked ,were of Fey origin. This is corroborated by Mindartis , that starts feeling strange urgings to attack someone. With the party keeping a close watch on their comrade , they continue.

The importance of this knowledge , or if it is even related with their current quest , is left for later , since the company has more pressing matters up north , and the have to keep looking.

After 3 hard days of forest tracking , on the base of the Earthfast mountains , the Company comes upon a patch of terrain where nothing living stirs. Cautiously , they investigate , and discover that this area emanates from a cave. A cave that Batra recognizes as the one they are looking for.

Upon entering it , and after awhile descending inside , they start to hear voices speaking in a language neither of them understands , and Mindartis starts fo feel strong magic at play nearby. Magic with the awful taint of lichdom.

Carefully inspecting, they come upon a cave where escavation was made , but with nothing of interest uncovered , and with a manmade stone circular area , that is emanating the blue glow that illuminates the area. Upon it , is a creature with ashen skin , sunken eyes and strange looking wings , using a staff to perform a ritual . They quickly discover it´s a Vampire , and that he is performing a ritual of banishing .

So the Company jumps into action , attacking the Vampire to interrupt the ritual. When they attack they discover that he is not alone , and ten of his minions, with the help of a zombie and a ghoul ,  jump into the battle to delay the party , and allow their leader to finish the ritual.

The interference of the minions , and the discovery that the circular area has some kind of defleting magic , serves to delay the party time enough , to let the Vampire finish his ritual , and with a blink , the glow disappears , lefting them in the darkness . Neverthless , the experienced party , quickly gather their wits , and defeats the Vampire , having already done that to his allies.

The last strike made to the Vampire is done while he was in the process of activating a strange red gem , and so when his form dissolves and is dispersed in the wind ,the party picks it up , and after some investigation , decides to finish the activation.

 

When the party entered the cave , it was the middle of the afternoon , and although they sense that it´s still daytime , the sky above them is gray and there is only a dim light around them.

In front of them , amongst countless columns of smoke that are the reason for the low light ,lies what must once have been a substantial fortified city is in ruins with no signs of life visible. A barren trench about three hundred paces across surrounds the walls, a dried pit filled with a strange green liquid and a screen of dead-black vines fills this area.

Skeletal faces in the crumbling black wall seem to watch them as they approach. A great Statue of bone is collapsed and inside reveals the sprawling ruins of shattered buildings. Sinkholes have torn the city apart, belching smoke up to the sky. Near the city's center, a great hill rises like a barrow mound, it has the form of an enormous shattered skull, that sits wreathed in black flame.

On the front gate , two huge statues of humanoid , but featureless , form observe them , in silence.

Mindartis and Batra , remember from their studies , that this must be the ill-famed Skull City , home of the Black Academy of lichdom and necromancy study and an important enclave of the Cult of the Dragon , wich puts them near Mulmaster, on the border of northern Vesperin. And this is also the place that they heard where their next clue might be , the lich Wulgreth. 

They start to investigate , and scout the perimeter of the city, if this small enclave could be named a city. The company comes upon at least a dozen places where the walls have collapsed , and where they can easily enter it.

Choosing a place that leads to a portion of the city that seems inhabited , instead of a few zones where some activity might me seen , upon a more careful observation , the enter Skull City.

The presence of the Skull mount dominates the city , but they can make 3 areas , isolated and with it´s perimeter guarded , besides a huge building made of black stone on the base of the Skull mount , where humans and other humanoid races roam.

The party decides to enter the perimeter of the lesser zone , but to their dismay , are discovered in the moment they approach it.

A human with a black cloak appears, and upon the brash responses of the group unleashes a horde of skeletons on them.

The party , that starts to know how to best work in conjunction with their new ally , Batra , wins , what appears to be an easy battle , managing to even capture the cultist alive , when they see even more skeletons arising to fight them.

When the Company is bracing themselves for the fight , they a a commanding voice saying:

“Stop all of you , in the name of the Skullbreakers”.

The skeletons stop , and sensing the power that emanates from the figure that spoke , and from it´s 3 companions, the party stands down. A little…..

The 4 figures that stand before them are of a Human fighter , a Shifter Barbarian , a Deva Warlock and a Half-elf Ranger , and the party can see that they carry themselves with the self assurance of someone who knows he doesn´t fear no one in battle.

The leader then speaks once more:

“Before you answer why you are attacking members of the Blackfire , and why did you enter the city without registering at the gates , release your prisioner , as a sign of your good intentions”.

After the party , grudgely , doing so , Nermathed tries to lie his way out of the situation , but the foursome quickly inform that they know they are lying.

So the company chooses to tell the truth , part of it , at least.

This leads to a less belligerent conversation , where the party learns more , and from the cues left from the Skullbreakers , manages to be escorted to the zone where they live , the Old Market area , and to a small , semi destroyed inn called “The Haven”.

In the conversation they learn that there are two major forces working in the city , the Blackfire´s the tend to the Black Academy and that believe that Sammaster is alive , and the Faithmarked , that also study lichdom and necromancy at the academy , but that are followers of the current leader of the Cult of the Dragon. Between them stands the Skullbreakers , the neutral force that ensures peace in the city, escorts the adventurers to the tomb , serves as it´s guard and that is made up of cursed adventurers defeated within the famous tomb inside the Skull mount.

The Tomb of Wulgreth.

The company also learns that this tomb is home , supposedly, to an enourmous treasure , and this is been serving as a call for hundreds of adventurers in search of glory and riches . The tomb exists for more then four hundred years , and the academy was built on top of it , the tomb was closed for some years , but twenty years ago , lights were seen inside , and rumours told that it´s master , Wulgreth had returned , thus restarting the flow of adventurers to brave it´s interior. That was the case of the four current members of the Skullbreakers.

With the way barred to any other place in the city , and with their goal clearly within the tomb , the party decides to rest for the night in here , and in the morning , to enter the Tomb of Wulgreth.

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Fri, 29 Oct 2010 18:18:12 -0500 http://community.wizards.com/jttsofs/blog/2010/10/29/journey_thru_the_sea_of_fallen_stars_campaign_-_chapter_27_(english) http://community.wizards.com/jttsofs/blog/2010/10/29/journey_thru_the_sea_of_fallen_stars_campaign_-_chapter_27_(english) 50f6fe37cf008f6e42cc643eeb760592.jpg?v=81004

CHAPTER 27



It´s the 4th day of Eleasias .The Swift White Dragon Company is in the Gray forest and has just stepped thru the portal opened up by Andhova.

The search for the cave where the Hreydasdottir clan last was seen working , and where Batra discovered some clues begins. Although Batra knows the general direction of it , the right spot eludes him , because the first time he was there , is God Mielikki guided him , so the Company has to rely on their tracking skills , and Brastil´s knowledge of the Forest he once called home . Nevertheless , their search takes them to the northern portion of the forest , and Brastil´s tribe inhabited the south part of it.

During their journey the party senses great instability in the forest , and manages to see a lot of creatures killed in fights between themselves , and the bodies left undamaged by predators. Further investigation ,even amongst Brastil´s tribe , let´s them conclude that all the attacks have a single common aspect , either the attacker or the attacked ,were of Fey origin. This is corroborated by Mindartis , that starts feeling strange urgings to attack someone. With the party keeping a close watch on their comrade , they continue.

The importance of this knowledge , or if it is even related with their current quest , is left for later , since the company has more pressing matters up north , and the have to keep looking.

After 3 hard days of forest tracking , on the base of the Earthfast mountains , the Company comes upon a patch of terrain where nothing living stirs. Cautiously , they investigate , and discover that this area emanates from a cave. A cave that Batra recognizes as the one they are looking for.

Upon entering it , and after awhile descending inside , they start to hear voices speaking in a language neither of them understands , and Mindartis starts fo feel strong magic at play nearby. Magic with the awful taint of lichdom.

Carefully inspecting, they come upon a cave where escavation was made , but with nothing of interest uncovered , and with a manmade stone circular area , that is emanating the blue glow that illuminates the area. Upon it , is a creature with ashen skin , sunken eyes and strange looking wings , using a staff to perform a ritual . They quickly discover it´s a Vampire , and that he is performing a ritual of banishing .

So the Company jumps into action , attacking the Vampire to interrupt the ritual. When they attack they discover that he is not alone , and ten of his minions, with the help of a zombie and a ghoul ,  jump into the battle to delay the party , and allow their leader to finish the ritual.

The interference of the minions , and the discovery that the circular area has some kind of defleting magic , serves to delay the party time enough , to let the Vampire finish his ritual , and with a blink , the glow disappears , lefting them in the darkness . Neverthless , the experienced party , quickly gather their wits , and defeats the Vampire , having already done that to his allies.

The last strike made to the Vampire is done while he was in the process of activating a strange red gem , and so when his form dissolves and is dispersed in the wind ,the party picks it up , and after some investigation , decides to finish the activation.

 

When the party entered the cave , it was the middle of the afternoon , and although they sense that it´s still daytime , the sky above them is gray and there is only a dim light around them.

In front of them , amongst countless columns of smoke that are the reason for the low light ,lies what must once have been a substantial fortified city is in ruins with no signs of life visible. A barren trench about three hundred paces across surrounds the walls, a dried pit filled with a strange green liquid and a screen of dead-black vines fills this area.

Skeletal faces in the crumbling black wall seem to watch them as they approach. A great Statue of bone is collapsed and inside reveals the sprawling ruins of shattered buildings. Sinkholes have torn the city apart, belching smoke up to the sky. Near the city's center, a great hill rises like a barrow mound, it has the form of an enormous shattered skull, that sits wreathed in black flame.

On the front gate , two huge statues of humanoid , but featureless , form observe them , in silence.

Mindartis and Batra , remember from their studies , that this must be the ill-famed Skull City , home of the Black Academy of lichdom and necromancy study and an important enclave of the Cult of the Dragon , wich puts them near Mulmaster, on the border of northern Vesperin. And this is also the place that they heard where their next clue might be , the lich Wulgreth. 

They start to investigate , and scout the perimeter of the city, if this small enclave could be named a city. The company comes upon at least a dozen places where the walls have collapsed , and where they can easily enter it.

Choosing a place that leads to a portion of the city that seems inhabited , instead of a few zones where some activity might me seen , upon a more careful observation , the enter Skull City.

The presence of the Skull mount dominates the city , but they can make 3 areas , isolated and with it´s perimeter guarded , besides a huge building made of black stone on the base of the Skull mount , where humans and other humanoid races roam.

The party decides to enter the perimeter of the lesser zone , but to their dismay , are discovered in the moment they approach it.

A human with a black cloak appears, and upon the brash responses of the group unleashes a horde of skeletons on them.

The party , that starts to know how to best work in conjunction with their new ally , Batra , wins , what appears to be an easy battle , managing to even capture the cultist alive , when they see even more skeletons arising to fight them.

When the Company is bracing themselves for the fight , they a a commanding voice saying:

“Stop all of you , in the name of the Skullbreakers”.

The skeletons stop , and sensing the power that emanates from the figure that spoke , and from it´s 3 companions, the party stands down. A little…..

The 4 figures that stand before them are of a Human fighter , a Shifter Barbarian , a Deva Warlock and a Half-elf Ranger , and the party can see that they carry themselves with the self assurance of someone who knows he doesn´t fear no one in battle.

The leader then speaks once more:

“Before you answer why you are attacking members of the Blackfire , and why did you enter the city without registering at the gates , release your prisioner , as a sign of your good intentions”.

After the party , grudgely , doing so , Nermathed tries to lie his way out of the situation , but the foursome quickly inform that they know they are lying.

So the company chooses to tell the truth , part of it , at least.

This leads to a less belligerent conversation , where the party learns more , and from the cues left from the Skullbreakers , manages to be escorted to the zone where they live , the Old Market area , and to a small , semi destroyed inn called “The Haven”.

In the conversation they learn that there are two major forces working in the city , the Blackfire´s the tend to the Black Academy and that believe that Sammaster is alive , and the Faithmarked , that also study lichdom and necromancy at the academy , but that are followers of the current leader of the Cult of the Dragon. Between them stands the Skullbreakers , the neutral force that ensures peace in the city, escorts the adventurers to the tomb , serves as it´s guard and that is made up of cursed adventurers defeated within the famous tomb inside the Skull mount.

The Tomb of Wulgreth.

The company also learns that this tomb is home , supposedly, to an enourmous treasure , and this is been serving as a call for hundreds of adventurers in search of glory and riches . The tomb exists for more then four hundred years , and the academy was built on top of it , the tomb was closed for some years , but twenty years ago , lights were seen inside , and rumours told that it´s master , Wulgreth had returned , thus restarting the flow of adventurers to brave it´s interior. That was the case of the four current members of the Skullbreakers.

With the way barred to any other place in the city , and with their goal clearly within the tomb , the party decides to rest for the night in here , and in the morning , to enter the Tomb of Wulgreth.

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Dark Risings - Chapter 3  

c6121f10c32c1d7e54fe61e2054c9862.jpg?v=105924

 

Its the 2nd day of the 1st week of Kythorn, on the Year of the Ageless One (1479 DR).

 

As soon as the groups finished killing the bandits, they hear laughter and aplause coming from the top of the tower. There stands the figure of Xavdak Dyadson, the robes floating in the wind; however, the figure appears somewhat translucent, and as some of the PCs notice, the eyes are jet black.

A thundering voice, amplified by magic, is then heard:

  - “Congratulations, you seem to be more formidable than i expected!

   You managed to get rid of Urthadar and his troublesome brother and friend from Saerloon; more than i had expected of you. Im most pleased, you are quite usefull.

  Your deserved reward awaits you in Urmlaspyr; i have instructed my servant to give you what we had negotiated, and a bonus on top of it.”.

  The eyes seem to shine at this point, but the PCs are unsure if it was just a reflexion of the sun on those strange eyes; it gives then shivers though.

  The voice continues:

 - "Now take what you came for and leave my property, before the enjoyment you gave me fades and you start to annoy me. You wouldnt want that!”. Another strange shine seems to pass through those black eyes, as the figure fades.

   At the same time, some invisible force starts to drag the corpses of the slain mage and his two companions towards the tower entrance, the blood trails left by the bodies quickly absorved by the terrain and the stones of the bridge, leaving no trace. To add to the strangeness of this place, the bodies pass through the door as they cross the entrance of the tower, as if the doors or the bodies themselves were not of this plane anymore.

  Baern, brashfull as ever, intends to follow the corpses and storm the tower, as much to get rid of the mage who, to him, deserved as well to die, as to satisfy his continuous curiosity; his companions, however, reminded him that they were already late as it was, and still had pressing business to take care in Saerloon, and he relently agreed to drop the matter “for another time in the future”.

  Zanir inspects the wagon, and discovers burnt symbols on the ground directly below the vehicle; the shape of the arcane symbols as well as a faint smell of sulfer that still lingers reminds him of the circle found in the warehouse in Saerloon, where they were told the wagon went after the raid on the Captain Thanterin warehouse; he also notes that the wagon is more than half-empty.

  Kirallo goes to the edge of the path that passes below the towers bridge and follows down the cliff toward a small beach, now deserted. A medium dinghy darts the ocean towards the caravel at large, loaded with the missing crates and moved by smugglers with oars. Baern shouts to Zanir to use “his blasted magic to take out the ship”, but receives only a look full of scorn, as the ship is clearly out of reach.

  Deciding that nothing else could be done in that haunted place, they take the reigns of the wagon and leave towards Urmlaspyr to take the cargo to the Captain, as promissed.

  3 hours had passed, and the sun was already on its last quarter, when they see four wooded horseman on the same road as they, galloping towards them; as they approach, they slow the pace but do not change course, stoppping in front of the wagon.

  The figure in front raises her hand, as a signal for both groups, while at the same time it removes the wood that covered the face. The group see a beautiful elf, with a golden long hair shining in the sun, matched by the shine reflected on the links of the chain mail she wears; an aura of nobility and authority envelops her slender figure.

  Behind her, on a small warhorse, a sturdy dwarf in a no less impressive scale armor observes the group with ice cold eyes, and a hand, which appears to be in a strange metal glove, sitting on the hilt of a longsword, which ends in a blood ruby incrusted in the pommel.

  Trailing the group were the other two members: a slender but tall bald human, with a smirk in its face, and a halfling in a pony, dressed totally in black, but with a jovial face.

  With a voice used to give orders, the elf addresses the group:

   - “Who are you, and what is your destination?”

  Taken aback by such frontality, Zanir responds:

   - “Travellers, due to Urmlaspyr. And who might you be?”

   Ignoring the question, the elf asks in a cold voice:

  - "Are you the companions of the Captain Lorearthen?"

   - “We have been contracted by him, yes”, responds Zanir in a chalenging voice, while the group prepares for a new combat, sure that these too were another party chasing the clearly precious cargo in the wagon.

   - “How did you manage to get that cargo?”, the elf asks, making no move to attack, but still clearly on guard, as well as the others were.

   - “We contacted a mage in Urmlspyr by the name of Xavdak Dyadson, who told us that the person we seeked, another mage by the name of Markas Urthandar, lived in a tower a few hours east of the city; we come from there.” responded Dagor Tûr in a more diplomatic tone, but ommiting the confront which had happened just a few hours ago, as well as the agreement done with Dyadson.

   The elf turns toward the dwarf, exchanging an enigmatic look.

   - “And what of this mage of yours, Xavdak Dyadson? Did he resist when you made your questions?”, retorted the elf, again facing the group.

  The members of the group, surprised at this question, looked at each other.

   - “Not at all, he offered the information freely.”, Zanir responded cautiously.

   The elf turns again to the dwarf, exchanging a new look, turns and stare long at the group; she then relaxes a little, which is matched by the rest of her group.

   - “I believe you; however, you are wanted in Urmlaspyr for attacking that mage and setting his shop on fire, according to him; Purple Dragons will come in search of you at that tower, and would probably have intercepted you if we hadnt found you first.” reveals the elf.

   The news surprise everyone in the PC group; Baern damns the name of the wizard, and Zanir murmurs the loss of the reward.

   - “Im Araora Mageblood”, continues the elf. “My companions are Panian Battlefate, Erevis Cale and Jak Fleet”, pointing to the dwarf, the human and the halfling in sucession. “We are old comrade-in-arms of the Captain Tratiln Lorearthen, and that cargo was meant for us”.

   - “We will escort you to meet the Captain”, she finishes, and without waiting for approval, makes a signal to her group, which take positions around the wagon, with her leading.

   The group, still unsure of what to think of these strangers, but feeling that they werent lying regarding being the comrades the Captain was expecting, agree to follow, but keeping a close watch on them.

   During the trip, several members try to engage the strangers in conversation, but with limited sucess: the elf, which appears to be the head of the group, offers little more that a few syllables and the dwarf opens a little when Baern asks him of beer, but stays mum about the group; the younger two are quite talkative with each other, exchanging barbs with each other in a friendly rivalry, but when talking with someone of the group they are more reserved and kept in check by the elf when they start talking too much.

   After about half an hour after restarting the trip, Kirallo notices a silver ping attached to the otherwise black clothing of the halfling, which he hurries to cover when he senses the interest of the druid.

   Kirallo turns to his companions with the news, and from the description of the silver pin with an harp in it, both Dorn and Dagor Tûr recognize as the symbol of the fabled organization of “The Harpers”, which supposedly disapeared during the cataclismic times of the Spellplague.

   Daerm and the others try to gather more info, but the strangers only get more reserved when the Harper organization is mentioned; they even try to taunt them, to no avail.

   After 1 more hour of travel, when the constant cloud looming over the city of Urmlaspyr is already visible in the sky, and the sun is approaching the horizon, Araora makes a signal to everyone to move out of the road, into a secondary and not very traveled path in the direction of the coast, which the group arrive after a while.

   The path continues along the cliff, ending in a bay, where several men apparenting to be sailors with two dinghies on the shore; on the bay is also a small caravel, without any colors.

   At the opposite point of the bay, guarded by another group of sailors, a narrow path follows the shore and out of the beach. 

   As they arrive on the top of the cliff, the elf sudenly raises an hand and demands quiet; her group immediately take the hands to the arms and look around concerned. After a while, in which time Araora appears to be meditating, she opens her eyes and turning to her comrades, says in a serious voice, while pointing towards the path they all had been travelling on: “We have problems comming”.

   Her group nods acknowledgment and turns towards the direction pointed.

   The elf leaves the point of the caravan, and pointing towards the bay, says to the PC group:

    - “Captain Lorearthen awaits you down there; we will engage who is coming and buy you time; be quick.” And with that, she and her group ride back the way the group had come.

   The Pcs group, unsure of what is happening, discuss wether to follow the orders or follow the vanishing group, when a dwarf starts climbing the path towards them from the beach; the group recognizes the Captain, and decide to go to his encounter.

   When they meeet, the captain cheerfully welcomes them, and noticing that the group was alone, asks for Araora; the answer takes the smile out of the dwarfs face, turns and start going down the path, insisting with the PCS to follow him quickly.

   As they arrive at the beach, a flash of light is seen over the cliff, as well as an explosion that spooks the horses; the captain grabs the horses reins to control them, while shouting orders to the other man and to the Pcs to start moving the crates to the dinghies.

   The man swiftly comply, and with the help of the Pcs, the cargo is rapidly onboard the boats, all the while the sounds and sights of a magical battle, with explosions, fire and white flashes echo over the cliff.

   After the last crate is put onboard, the Captain tells one of the sailors who appear to be in charge of the sailors to sail away to the Daerlun bay and wait for Araora and their group. The sailor aknowledges the order and gives the signal to all man to board the boats.

   After that, the Captain turns to the Pcs, and pointing towards the narrow path at the end of the beach, tells them to follow; the Pcs ask about Araora and their group, and offer to help, but the Captain tells them that Araora doesnt need their help, and that they should hurry, as they stil need to enter Urmlaspyr to catch a boat back to Saerlom.

   The group reluctantly agrees, and follows the Captain, but only after deciding to take the horses.

   Its already the starting of the night when they arrive at the east gate of Urmlaspyr; the Captain tells them to wait, and after a brief conversation, during which a gold piece exchanged fast hands, the Captain calls to the Pcs, directing them to a paralel doorway.

   All end up at the port where another transaction takes place between the captain and the portmaster, and all climb aboard a Knarr, which leaves the port on oars.

   The voyage is fast and uneventfull, taking all night, and the group arrives at Saerloon in the morning.


Its the 3nd day of the 1st week of Kythorn, on the Year of the Ageless One (1479 DR).

 

   Before going to shore, the Captain reminds the group that they only have until noon of the next day to complete their mission, or he will need to leave without them, and they will need to find another way back to New Velar; he also remembers the group of the Night Knives and that they are now in their sights, thus recommending caution.

   With those recomendations, the payment of their services, and whishing them Tymoras good fortune, he smuggles them to his warehouse, where the group plans its next step on how to enter the Forbidden Zone

   Several plans are considered:

  • a reckless plan by Baern to make the Night Knives help them over the Zone walls;
  • using the wagons that enter the city towards the restricted warehouses; while scouting the entrance of on such wagon, they assert that they are too well guarded for such plan to succeed; they also notice that they are not the only ones scouting the wagons, and themselfs are spotted by those individuals that the groups presume being members of the Night Knives.

   They end up deciding to use a ladder and climbing equipment, and using the cover of night to climb the wall; they also count on the attack of the Night Knives on the warehouse to serve as distraction for the city guards. 

   At the start of the night, they leave the warehouse and enter the inner city through the warehouse secret passage; they notice several shadows around the house where the secret passage leads to. They then decide to leave Enna guarding the entrance to the passage and proceed.

   Durn, fearing a trap, follows the group at a distance, stealthly; the rest of the group tries to get to the wall as carefull as possible, through back alleys and secondary streets, but end up crossing paths with a guard patrol.

   Diplomacy and bribery fail to work; in a last atempt to get the upper hand, Zannir tries to attracts the guards attention to the other end of the road, but ends up accidentally revealing Durns position, thus forcing a combat.

   The combat is quick, and the PCs dispatch the guards before any other patrols appear, attracted to the alarm raised by the guards and the fight.

   As they get to the upper part of the city, near the Forbidden Zone, they notice a flare in the night sky, what seems to be a fire coming from the merchands part of the city, which they attribute to part of the Night Knives plan to raid the warehouses in the reserved area.

   They approach the cleared area around the wall and wait for the right moment.

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Thu, 21 Oct 2010 21:10:13 -0500 http://community.wizards.com/jttsofs/blog/2010/10/21/dark_risings_-_chapter_3 http://community.wizards.com/jttsofs/blog/2010/10/21/dark_risings_-_chapter_3  

c6121f10c32c1d7e54fe61e2054c9862.jpg?v=105924

 

Its the 2nd day of the 1st week of Kythorn, on the Year of the Ageless One (1479 DR).

 

As soon as the groups finished killing the bandits, they hear laughter and aplause coming from the top of the tower. There stands the figure of Xavdak Dyadson, the robes floating in the wind; however, the figure appears somewhat translucent, and as some of the PCs notice, the eyes are jet black.

A thundering voice, amplified by magic, is then heard:

  - “Congratulations, you seem to be more formidable than i expected!

   You managed to get rid of Urthadar and his troublesome brother and friend from Saerloon; more than i had expected of you. Im most pleased, you are quite usefull.

  Your deserved reward awaits you in Urmlaspyr; i have instructed my servant to give you what we had negotiated, and a bonus on top of it.”.

  The eyes seem to shine at this point, but the PCs are unsure if it was just a reflexion of the sun on those strange eyes; it gives then shivers though.

  The voice continues:

 - "Now take what you came for and leave my property, before the enjoyment you gave me fades and you start to annoy me. You wouldnt want that!”. Another strange shine seems to pass through those black eyes, as the figure fades.

   At the same time, some invisible force starts to drag the corpses of the slain mage and his two companions towards the tower entrance, the blood trails left by the bodies quickly absorved by the terrain and the stones of the bridge, leaving no trace. To add to the strangeness of this place, the bodies pass through the door as they cross the entrance of the tower, as if the doors or the bodies themselves were not of this plane anymore.

  Baern, brashfull as ever, intends to follow the corpses and storm the tower, as much to get rid of the mage who, to him, deserved as well to die, as to satisfy his continuous curiosity; his companions, however, reminded him that they were already late as it was, and still had pressing business to take care in Saerloon, and he relently agreed to drop the matter “for another time in the future”.

  Zanir inspects the wagon, and discovers burnt symbols on the ground directly below the vehicle; the shape of the arcane symbols as well as a faint smell of sulfer that still lingers reminds him of the circle found in the warehouse in Saerloon, where they were told the wagon went after the raid on the Captain Thanterin warehouse; he also notes that the wagon is more than half-empty.

  Kirallo goes to the edge of the path that passes below the towers bridge and follows down the cliff toward a small beach, now deserted. A medium dinghy darts the ocean towards the caravel at large, loaded with the missing crates and moved by smugglers with oars. Baern shouts to Zanir to use “his blasted magic to take out the ship”, but receives only a look full of scorn, as the ship is clearly out of reach.

  Deciding that nothing else could be done in that haunted place, they take the reigns of the wagon and leave towards Urmlaspyr to take the cargo to the Captain, as promissed.

  3 hours had passed, and the sun was already on its last quarter, when they see four wooded horseman on the same road as they, galloping towards them; as they approach, they slow the pace but do not change course, stoppping in front of the wagon.

  The figure in front raises her hand, as a signal for both groups, while at the same time it removes the wood that covered the face. The group see a beautiful elf, with a golden long hair shining in the sun, matched by the shine reflected on the links of the chain mail she wears; an aura of nobility and authority envelops her slender figure.

  Behind her, on a small warhorse, a sturdy dwarf in a no less impressive scale armor observes the group with ice cold eyes, and a hand, which appears to be in a strange metal glove, sitting on the hilt of a longsword, which ends in a blood ruby incrusted in the pommel.

  Trailing the group were the other two members: a slender but tall bald human, with a smirk in its face, and a halfling in a pony, dressed totally in black, but with a jovial face.

  With a voice used to give orders, the elf addresses the group:

   - “Who are you, and what is your destination?”

  Taken aback by such frontality, Zanir responds:

   - “Travellers, due to Urmlaspyr. And who might you be?”

   Ignoring the question, the elf asks in a cold voice:

  - "Are you the companions of the Captain Lorearthen?"

   - “We have been contracted by him, yes”, responds Zanir in a chalenging voice, while the group prepares for a new combat, sure that these too were another party chasing the clearly precious cargo in the wagon.

   - “How did you manage to get that cargo?”, the elf asks, making no move to attack, but still clearly on guard, as well as the others were.

   - “We contacted a mage in Urmlspyr by the name of Xavdak Dyadson, who told us that the person we seeked, another mage by the name of Markas Urthandar, lived in a tower a few hours east of the city; we come from there.” responded Dagor Tûr in a more diplomatic tone, but ommiting the confront which had happened just a few hours ago, as well as the agreement done with Dyadson.

   The elf turns toward the dwarf, exchanging an enigmatic look.

   - “And what of this mage of yours, Xavdak Dyadson? Did he resist when you made your questions?”, retorted the elf, again facing the group.

  The members of the group, surprised at this question, looked at each other.

   - “Not at all, he offered the information freely.”, Zanir responded cautiously.

   The elf turns again to the dwarf, exchanging a new look, turns and stare long at the group; she then relaxes a little, which is matched by the rest of her group.

   - “I believe you; however, you are wanted in Urmlaspyr for attacking that mage and setting his shop on fire, according to him; Purple Dragons will come in search of you at that tower, and would probably have intercepted you if we hadnt found you first.” reveals the elf.

   The news surprise everyone in the PC group; Baern damns the name of the wizard, and Zanir murmurs the loss of the reward.

   - “Im Araora Mageblood”, continues the elf. “My companions are Panian Battlefate, Erevis Cale and Jak Fleet”, pointing to the dwarf, the human and the halfling in sucession. “We are old comrade-in-arms of the Captain Tratiln Lorearthen, and that cargo was meant for us”.

   - “We will escort you to meet the Captain”, she finishes, and without waiting for approval, makes a signal to her group, which take positions around the wagon, with her leading.

   The group, still unsure of what to think of these strangers, but feeling that they werent lying regarding being the comrades the Captain was expecting, agree to follow, but keeping a close watch on them.

   During the trip, several members try to engage the strangers in conversation, but with limited sucess: the elf, which appears to be the head of the group, offers little more that a few syllables and the dwarf opens a little when Baern asks him of beer, but stays mum about the group; the younger two are quite talkative with each other, exchanging barbs with each other in a friendly rivalry, but when talking with someone of the group they are more reserved and kept in check by the elf when they start talking too much.

   After about half an hour after restarting the trip, Kirallo notices a silver ping attached to the otherwise black clothing of the halfling, which he hurries to cover when he senses the interest of the druid.

   Kirallo turns to his companions with the news, and from the description of the silver pin with an harp in it, both Dorn and Dagor Tûr recognize as the symbol of the fabled organization of “The Harpers”, which supposedly disapeared during the cataclismic times of the Spellplague.

   Daerm and the others try to gather more info, but the strangers only get more reserved when the Harper organization is mentioned; they even try to taunt them, to no avail.

   After 1 more hour of travel, when the constant cloud looming over the city of Urmlaspyr is already visible in the sky, and the sun is approaching the horizon, Araora makes a signal to everyone to move out of the road, into a secondary and not very traveled path in the direction of the coast, which the group arrive after a while.

   The path continues along the cliff, ending in a bay, where several men apparenting to be sailors with two dinghies on the shore; on the bay is also a small caravel, without any colors.

   At the opposite point of the bay, guarded by another group of sailors, a narrow path follows the shore and out of the beach. 

   As they arrive on the top of the cliff, the elf sudenly raises an hand and demands quiet; her group immediately take the hands to the arms and look around concerned. After a while, in which time Araora appears to be meditating, she opens her eyes and turning to her comrades, says in a serious voice, while pointing towards the path they all had been travelling on: “We have problems comming”.

   Her group nods acknowledgment and turns towards the direction pointed.

   The elf leaves the point of the caravan, and pointing towards the bay, says to the PC group:

    - “Captain Lorearthen awaits you down there; we will engage who is coming and buy you time; be quick.” And with that, she and her group ride back the way the group had come.

   The Pcs group, unsure of what is happening, discuss wether to follow the orders or follow the vanishing group, when a dwarf starts climbing the path towards them from the beach; the group recognizes the Captain, and decide to go to his encounter.

   When they meeet, the captain cheerfully welcomes them, and noticing that the group was alone, asks for Araora; the answer takes the smile out of the dwarfs face, turns and start going down the path, insisting with the PCS to follow him quickly.

   As they arrive at the beach, a flash of light is seen over the cliff, as well as an explosion that spooks the horses; the captain grabs the horses reins to control them, while shouting orders to the other man and to the Pcs to start moving the crates to the dinghies.

   The man swiftly comply, and with the help of the Pcs, the cargo is rapidly onboard the boats, all the while the sounds and sights of a magical battle, with explosions, fire and white flashes echo over the cliff.

   After the last crate is put onboard, the Captain tells one of the sailors who appear to be in charge of the sailors to sail away to the Daerlun bay and wait for Araora and their group. The sailor aknowledges the order and gives the signal to all man to board the boats.

   After that, the Captain turns to the Pcs, and pointing towards the narrow path at the end of the beach, tells them to follow; the Pcs ask about Araora and their group, and offer to help, but the Captain tells them that Araora doesnt need their help, and that they should hurry, as they stil need to enter Urmlaspyr to catch a boat back to Saerlom.

   The group reluctantly agrees, and follows the Captain, but only after deciding to take the horses.

   Its already the starting of the night when they arrive at the east gate of Urmlaspyr; the Captain tells them to wait, and after a brief conversation, during which a gold piece exchanged fast hands, the Captain calls to the Pcs, directing them to a paralel doorway.

   All end up at the port where another transaction takes place between the captain and the portmaster, and all climb aboard a Knarr, which leaves the port on oars.

   The voyage is fast and uneventfull, taking all night, and the group arrives at Saerloon in the morning.


Its the 3nd day of the 1st week of Kythorn, on the Year of the Ageless One (1479 DR).

 

   Before going to shore, the Captain reminds the group that they only have until noon of the next day to complete their mission, or he will need to leave without them, and they will need to find another way back to New Velar; he also remembers the group of the Night Knives and that they are now in their sights, thus recommending caution.

   With those recomendations, the payment of their services, and whishing them Tymoras good fortune, he smuggles them to his warehouse, where the group plans its next step on how to enter the Forbidden Zone

   Several plans are considered:

  • a reckless plan by Baern to make the Night Knives help them over the Zone walls;
  • using the wagons that enter the city towards the restricted warehouses; while scouting the entrance of on such wagon, they assert that they are too well guarded for such plan to succeed; they also notice that they are not the only ones scouting the wagons, and themselfs are spotted by those individuals that the groups presume being members of the Night Knives.

   They end up deciding to use a ladder and climbing equipment, and using the cover of night to climb the wall; they also count on the attack of the Night Knives on the warehouse to serve as distraction for the city guards. 

   At the start of the night, they leave the warehouse and enter the inner city through the warehouse secret passage; they notice several shadows around the house where the secret passage leads to. They then decide to leave Enna guarding the entrance to the passage and proceed.

   Durn, fearing a trap, follows the group at a distance, stealthly; the rest of the group tries to get to the wall as carefull as possible, through back alleys and secondary streets, but end up crossing paths with a guard patrol.

   Diplomacy and bribery fail to work; in a last atempt to get the upper hand, Zannir tries to attracts the guards attention to the other end of the road, but ends up accidentally revealing Durns position, thus forcing a combat.

   The combat is quick, and the PCs dispatch the guards before any other patrols appear, attracted to the alarm raised by the guards and the fight.

   As they get to the upper part of the city, near the Forbidden Zone, they notice a flare in the night sky, what seems to be a fire coming from the merchands part of the city, which they attribute to part of the Night Knives plan to raid the warehouses in the reserved area.

   They approach the cleared area around the wall and wait for the right moment.

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