Tuesday, March 31, 2009

Journal Entry 11



Journal – Session 11

Having annihilated a temple of demon-worshipping cultists hidden deep in the mist-shrouded jungles of the farthest reaches of southern Ithacar, a party of six bold adventurers – Barrack, a plain-spoken dwarven Fighter, powerful wielder of the hammers favored by that strong and dour race; Marik, a reptilian dragonborn Warlock, heir to an ancient and proud lineage, but inescapably bound to a pact granting him supernatural powers; Jaeran, an elven Cleric upon whom the gods have granted a measure of divine power as a reward for his faith; Luke, a cloaked half-elf Wizard of mysterious origins and arcane might; Syxia, a tiefling Rogue, dark daughter of a cursed bloodline, her ancestors given to the infernal worship of fiends; and Ur-Kadar, dragonborn Paladin of Bahamut, the Platinum Dragon, a holy warrior dedicated to upholding the tenets of his faith and protecting the weak with his battle axe – returned to the port of Inequity, and prepared for their next quest.

Before leaving the unholy confines of the decimated temple, Jaeran confiscated the bone mask worn by the high priest, as well as two of the crimson robes worn by the vanquished underpriests. The party also escorted Delyd and the other two prisoners they freed from the hellish depths of the temple dungeon; neither were in possession of their faculties, and seemed quite mad. Upon their return to Inequity, Jaeran escorted the three men to the Sun Temple, and left them in the charge of Brother Kleros. The party then immediately proceeded to meet with Lord Braccus. Although the heroes were admitted into the lord’s keep quickly, they were told that their wait would be 10 minutes (which soon became 30 minutes). As soon they were escorted into the audience chamber, they informed Braccus of the cultists in the temple. He seemed very concerned, and asked what he apparently hoped was a rhetorical question in “I’m assuming you dealt with them properly?” Barrack confirmed that they had indeed dealt with the cultists “properly,” noting that the cultists were routed with extreme prejudice. Braccus was also shown the encrypted note from the mysterious Brother H. He read the missive, and his mood quickly turned dark and brooding as he complained about “just one more thing to deal with.” He stated that when he returned from Folkestone, he would send soldiers to the temple to make any rebuilding effort most difficult for the demon cultists.

With that, Lord Braccus’ attention turned to the Sea Drake that had recently been menacing the waters around Inequity. He offered the party the use of the port patrol ship, the Swift Retribution, and her 5-man crew for one month. He also offered 600 gold pieces for the head of the drake. If the heroes managed to return with the monster’s head, Braccus declared that he wanted to put it on public display. In addition, he inquired about whether the party would be able to escort him to and from Folkestone, as he was due to meet with other lords of Ithacar before King Danold Galifor in that town. He offered an additional 250 gold pieces for escorting him safely to Folkestone, but indicated that he would sweeten it to 500 gold pieces if the Sea Drake was killed as well. He was scheduled to leave for Folkestone and his audience with the King in 15 days, so the party had to quickly decide on a course of action. Jaeran asked him to secure extra guards for additional protection; Braccus stated that he would do what he could, but that he could only spare so many men, given the number of dangers facing Inequity. The party decided to take him up on his offer, and Braccus sent word to Captain Weeden, commanding officer of the Swift Retribution. He added that neither Captain Weeden nor his crew would engage the Sea Drake, although they would certainly defend themselves if it came to that. The party left the keep with Lord Braccus’ blessing, as well as his profound thanks.

On their way out of the keep, the heroes were met by a messenger from Sister Eramora at The Sanctuary of the Sea; she informed the group that she had made contact with the Sahuagin. She said that the sea devils had learned the location of the Sea Drake’s lair and that they were willing to escort the party there if the heroes would attempt to slay the monster. The Sahuagin had told Sister Eramora that the drake had attacked their settlements and severely diminished their food supply. The party agreed to meet Sister Eramora and the Sahuagin on the beach by the guardtower. She also gave the party an ancient, yellowed scroll upon which was inscribed a ritual of Water Walk to assist the party.

Barrack proceeded to the stale-beer dive known as the Knaves and Knives, a ramshackle establishment known to cater to a rather coarse and loud crowd, and began to boast about how he and his companions were headed off to slay the Sea Drake. When the malcontents, bounders and other assorted low-lifes who were the bar patrons began to dismiss him, he loudly stated that he was going to mount it “right there” (forcefully gesticulating with a stubby Dwarven finger to a point just over the head of the bar). Geirston Murtha, the owner of the establishment, leaned over and asked Barrack if he were really going after the drake. Barrack confirmed that he was. Geirston then took Barrack aside, and told the grizzled Fighter that if he and his friends really did slay the drake, Barrack should bring it back here; if that came to pass, Geirston would make certain that the party was rewarded.

In the meantime, the rest of the party went to see Finneas Snick at his Swap Shop. Ur-Kadar empowered himself with divine grace and began vociferously negotiating with the weasely little man. Ur-Kadar handled the exchange masterfully, and actually managed to talk Snick into trading several items in exchange for the magical frost flail the party had recovered on their last quest. At the end of the negotiations, Snick looked a bit confused (and that doesn’t happen very often). The party then proceeded to load up on supplies and spent their hard-earned gold on several magical items. In total, they acquired an Elixir of Aptitude, two Potions of Clarity, a Potion of Mimicry, a Potion of Healing, a Peridot Power Jewel, and scrolls containing the Waterbreathing and Bloom rituals. Syxia had spent many days wheedling, whining, begging and otherwise trying to convince someone to buy her the magical Acrobat Boots that she had seen and fallen in lust with at Snick’s Swap Shop; she could not take her eyes or her mind off of the enchanted boots (nor would she shut up about them). She was absolutely devastated to learn that the Rogue had already sold the boots to another customer. She spent the rest of the evening in a very bad mood, and refused to speak to anyone (which everyone else thought to be a blessing). Rather than joining her comrades in the tavern of the Black Gull, the sullen devil-girl instead stomped up to her room, slammed her door, took a bubble bath and then cried herself to sleep.

In the morning, the party arose late, had breakfast and proceeded to the docks, where both the fresh sea breeze and the salty brine smell of the fishmongers’ booths met them. Making their way around the sea-front docks, they met Captain Weeden and his crew, and then boarded the Swift Retribution. The crewmen exchanged glances and grumbled to themselves upon seeing Syxia, as sailors are a superstitious lot, and the lore of the sea holds that a female on board a ship can bring bad luck; even so, it quickly became apparent that the sailors found the exotic and alluring Syxia very lovely to look on, and followed her every movement with their eyes. Once everyone had mounted the gangplank and stood aboard the vessel, Captain Weeden sternly reminded the group that he and his crew were not hunting the drake down, and pointedly reminded the heroes that he and his men would only defend the ship if it were attacked. The mooring lines were thrown to the longshoremen on the docks and the swift ship pulled out of the harbor, heading west along the rugged coastline. Syxia gathered her things and made for the captain’s cabin. “And just where do ye think ye’re goin’, missy?” growled the captain. “Well, naturally, as the only girl on board, and as a refined lady of a noble dynasty, I just assumed that I would be booked for the most comfortable accommodations aboard this vessel,” replied Syxia as she prepared to stow her things in the comfortable cabin. “No” was Weeden’s answer, and barring the way into his cabin, he pointed the hell-tainted maiden to the stairs descending to the party’s quarters, a converted storeroom containing six hammocks. No amount of Syxia’s arguing, pleading or negotiations would sway the captain (she even offered to sleep in his room when he was out and about, alternating sleep schedules with him, so that his bed would “smell pretty, like a girl” when he returned, but Weeden would have none of it). Also, being in full view of the crew and her companions, Syxia was not able to attempt to flirt with the captain in an attempt to charm her way into his cabin using her feminine wiles and powers of soft persuasion, so she stormed off to the party’s quarters – a converted storeroom that was thankfully more than large enough to accommodate the 6 adventurers and all of their gear.

Having already gone below into the quarters reserved for the party, Luke had begun preparing the Comprehend Languages ritual, assuming that magical aids would be required before any discussions could be held with the Sahuagin. The ship stopped once they reached the beach near the harbor, as the sailors and the party saw Sister Eramora walking toward them. She greeted the party and then said that she would summon the Sahuagin. She called out “Ba-bool” and after several minutes, one of the sea creatures surfaced from out of the deep water and approached her – this Sahuagin was obviously Ba-bool. The Cleric told the party to give the sea devil space, and to back up and look non-threatening. Sister Eramora began talking to Ba-bool and told him that the party had accepted the bargain: they would attempt to kill the Sea Drake if Ba-bool would lead them to the beast’s lair. In exchange, Ba-bool would be allowed to keep all the gold coins and the drake’s body, while the party would keep the head of the drake and all the rest of the treasure. Ba-bool agreed to these terms. Luke, who through the power of the ritual was able to understand the words being spoken in spite of not speaking the Abyssal language, became visibly upset with Sister Eramora. Confronting her, he told her that she had lied to the party, and that he did not appreciate that fact and would not forget it. For her part, she merely told him to calm down, and noted that she provided the party with a scroll containing the Water Walk ritual at no charge in an effort to make the deal work. Everyone would get what they wanted, if only both sides gave a little. She also claimed that it had been her intention all along to tell the party this after Ba-bool had agreed to everything. The party eventually agreed to the terms, and they seemed to get over what was a minor betrayal. Ba-bool the Sahuagin swam toward the Swift Retribution and once everyone was prepared, they proceeded. Ba-bool took brief rests every few hours, and clung to the bottom or side of the ship while he rested.

In the meantime, Luke and Jaeran carefully prepared two Sending rituals, and attempted to contact Luke’s father Erdan and Neltharian the Wizard, respectively. Luke’s message to his father was “Father, found your cloak and saw Ranger captured by Orc named Gorshak. Send word of your status and location. Lucan." The ritual was prepared and the message sent, but there was no reply. Jaeran then prepared the second ritual and sent a message to Neltharian. Luke created a very clever lyrical arrangement, given the limitation on what could be conveyed, and the importance of giving the Wizard as much useful information as possible:

Gnolls aid Chosen at Shar'Ngrond.
Orcs allied cult, besieging Draig Durrock.
Reclaimed gate near Inequity.
Several more eastward.
H claims Two of Nine.
Advise.
King's journey endangered.

However, following this second ritual there was again no reply, leading both ritual casters to consider that additional practice might be required before they perfected the proper method. Following this, Jaeran and Luke asked the crew to teach them how to load and fire the ballista and catapult on board; the sailors were only too happy to undertake this instruction, and both spellcasters quickly became adept at using the war machines to great effect. The other party members – aside from the hell-tainted damsel Syxia – also shouldered their fair share of the hard work of the sailors, and the heroes soon came to respect the seafarers for their skill and hard work, even as the seamen were grateful to the party for all of their amateur assistance.

For her part, and rather than engaging in callus-inducing labor involving heavy ropes, the refined Syxia spent most of her time laying out on the deck sun-bathing (her brick red skin and infernal heritage making her immune to being sunburned) in the skimpiest outfits she could devise, taking wicked pleasure in knowing that the sailors were greatly distracted by her charms, although she pretended to ignore them. What she could not ignore were the shouts of fellow crewmen, or of Captain Weeden, when a sailor did not devote his full attention to the task at hand, instead stealing glances at the nubile maiden - but that only made her smile and strive to be even more of an attention-getter. A number of serious maritime accidents were only narrowly avoided when Syxia took to performing her morning yoga exercises on deck, the seamen ogling her, all of them awe-struck and slack-jawed at the remarkable flexibility that she displayed. Captain Weeden almost had to say something when Syxia began hanging her just-washed delicate unmentionables from the lines for the sails which criss-crossed above the deck, but the diaphanous garments dried so quickly in the sea breeze and the bright sun that Syxia always removed them before her undergarments caused too much of a stir among the crew. Needless to say, if the crew had been uncertain about taking a girl aboard before the journey started, they really came to appreciate the unique contribution that Syxia brought to her voyage aboard the Swift Retribution.

Concerned that the Sea Drake might attack the ship (and so force the party to fight at a disadvantage), the heroes devised a plan to perform the Water Walk ritual upon Barrack, and then launch him via the catapult at the drake. If the monster was close, Barrack could forego the catapult ride and simply try to chase it down. Unfortunately, they did not get a chance to try out their plan, as there were no signs of the drake throughout the journey. After six long days of travel, the vessel reached the place where the “Shield-arm of Ithacar”, the massive range of hills and mountains on the eastern border of Ithacar, near to the rugged hinterlands of Wysteria, ended at the sea. The terrain became rocky and jagged, and the sea churned as it pooled and slammed against the rocks. After almost seven days afloat, the party and crew realized that Ba-bool was nowhere to be found. The ship slowed and stopped, and all on board fanned out on the deck to check for any signs of the water-breathing scout. After approximately 20 minutes, Ba-bool surfaced and beckoned the party to join him in the water. Luke performed the Waterbreathing ritual, and the party was granted the ability to breath underwater for 24 hours. Ba-bool led them down into the coolness of the ocean water to a depth of approximately 25’. From the ocean floor, the party could see the underwater entrance to a large cave nearby. Ba-bool motioned for them to go in, but he refused to go any further himself. Luke cast a Light spell on Barrack’s warhammer, and the Dwarf led the way into the undersea cavern. The cave mouth was both large and wide, and upon exploring the cavern deeper, the party discovered winding tunnels that informed them that this was indeed the lair of the monstrous Sea Drake. They proceeded slowly for a number of minutes before the tunnel began to rise. After several more minutes of probing forward, the party emerged from the tunnel into a large cavern. While they appeared to be approximately 20’ underwater, there was a faint hint of light in the cavern. The party took a second to get their bearings, and recognized that the underwater floor rose to the point that a small section of the cavern was above water. The party began to swim for the shallows and the small section of dry land inside the cavern. Barrack and Marik pulled ahead while Ur-Kadar struggled a bit under the weight of his heavy armor. As the party drew closer, they could make out the outline of the drake resting on the small patch of rocky land above the waterline.

The party continued to advance, with Barrack headed straight for the drake while the others fanned out, wary of the great beast’s breath weapon of steam. Just as the drake was awakened by the sound of the intruders in its lair, Barrack rushed forth out of the water and engaged the beast. The brute roared and sprang to life as the other party members pushed their way onto the rocky island. Barrack attempted to tie the drake down, his warhammer glancing off the thick hide of the beast. Luke quickly unleashed a flood of magical energy, laying down a Stinking Cloud of poisonous vapors on the drake while also conjuring an adjacent Flaming Sphere of magical fire. Syxia unleashed a Blinding Barrage of steely daggers, but they merely bounced off the reptile’s think, scaly armor. Marik called on the Hunger of Hadar, and the drake was wreathed in swirling shadows of madness and despair. At this point, the drake found itself outnumbered, blinded and confused. To make matters worse for the drake, Jaeran successfully Commanded the drake to the floor. Meanwhile, Ur-Kadar continued to slowly make his way ashore. While the party had successfully managed to control the drake, they had not done any major damage to the brute - until Ur-Kadar approached from the side.

Ur-Kadar advanced with his magical axe held high over his head, bellowing a ferocious battle cry. He brought the heavy, cleaving blade down with astounding power, and scored a deadly blow that delivered maximum damage to the drake’s neck. Incredibly, the stalwart Paladin was able to use the axe’s downward momentum and a quick shift of his feet to complete the arc, and brought the weapon to bear again. He scored yet another critical strike that left a significant, bleeding gash in the left side of his enemy which poured forth a slick, black ichor that steamed as it pooled upon the rocky earth of the cavern floor. Ur-Kadar had become an implement of divine fury. The drake retaliated by belching a cloud of steam that hit Barrack, Syxia and Jaeran. The battle continued with the party and the drake exchanging minor blows as the great wyrm filled the underwater cavern with titanic roars of fury. Syxia managed a deep cut with her magical flaming dagger, and channeled the power of the blade to wreath the drake in flames, although the beast shook off this effect in short order. However, Ur-Kadar’s next assault was a sweeping uppercut with the heavy axe that again found a soft spot in the drake’s armor. As with the previous two attacks, he inflicted massive damage, sending fragments of scale and bone – as well as a spray of steaming blood – high into the air.

Upon taking so much massive damage, the drake used a passing attack to escape the vice between Barrack and Ur-Kadar, as well as the poisonous cloud, flaming sphere and swirl of shadows positioned to its rear. It managed to send Barrack, Syxia and Jaeran flying into the water as it quickly shifted to more open waters. Inspired by the Paladin’s deadly strikes, the party continued to throw everything they had at the drake in the hope of ending the battle quickly. The drake looked to flee but Jaeran utilized a peridot power jewel and Commanded the drake to return to the rocky isle. The party seized this opportunity, as Barrack unleashed a rain of blows, Syxia a positioning strike, Marik a curse and an eldritch blast, Luke a cloud of force daggers and Ur-Kadar a valiant strike. With that combination, the drake realized that the battle was lost and that it had to flee or face destruction. It quickly retreated to the deeper water and then swam down into the submerged passageway that led to the sea. Disappointed, but wanting the battle to end, the party attempted to follow the drake into the sea.

As they reached the end of the cave, Barrack was shocked to see the massive drake swimming straight at him at great speed. The Dwarf tried to swing at the passing beast but the water restricted his movement. Several other party members also missed before the drake bit Ur-Kadar around the mid-section and began to carry him away; there was no doubt that the drake was intent on maiming the one responsible for its terrible pain. In heroic final fashion, Ur-Kadar – still struggling while in the mouth of the beast – brought his axe to bear one more time and ended the beast’s life. With that, the party dragged the body, buoyed by the water, back inside the cavern and onto shore. The group was now able to inspect a smaller ledge that was found to contain many valuables, the discovery of which sent Syxia into a giddy state of euphoria. They uncovered a magical helm, longsword and amulet in addition to approximately 160 gold coins, and a small nest of gold and silver items and gems. As they were inspecting the treasure hoard, Ur-Kadar cleaved off the drake’s head and Ba-bool appeared in the cavern. The party was concerned that Ba-bool had set them up and proceeded very cautiously. Ba-bool stepped forward and began scooping the coins into a pile near the drake’s now-headless body. After the items were collected, the party decided to return to the ship.

As they returned to the surface, the heroes saw a body plunge from a height and hit the water, near the side of the Swift Retribution. They recognized the mangled corpse as a member of the crew. They instantly assumed it was an ambush from the Sahuagin, but Ba-bool did not attack. Instead, he swam to the surface. Barrack climbed the anchor chain onto the deck and surprised two Sahuagin. On the ship were eight Sahuagin raiders, a Sahuagin priest and a vicious four-armed Sahuagin Baron. Syxia quickly navigated her way up the anchor chain and was followed by other party members. Marik, and to a lesser extent Ur-Kadar, had great difficulty climbing the chain due to their bulk. Jaeran provided inspiration and healing to the crew members as they attempted to hold off the sea-devils on the main deck; the party recognized that they were going to need Captain Weeden and his crew for the trip home. Barrack was busy bashing one Sahuagin off the ship with his shield when Ba-bool reached the quarterdeck. The party kept a keen eye on him, as they expected him to betray them. The Sahuagin, who appeared to have slightly different coloration from those attacking the crew, raised his trident and leapt off the quarterdeck onto two enemies below. It was clear from these actions that Ba-bool was a friend who wished to kill these raiders.

Jaeran created an area of Consecrated Ground in an effort to clear space for the party. He also managed to heal allies within it, including Ba-bool, and harm his enemies. In short order, the party retook the quarterdeck and pushed their way onto the main deck of the ship. On the other side of the ship, the crew managed to kill one of the Sahuagin attackers and then focused their attacks on the other. The priest fired waterbolts at the party, occasionally slamming a hero with a ferocious blast of water. The mighty four-armed Baron was temporarily focused on slaying Ba-bool until the party advanced on him. The priest unleashed a Spectral Shark which appeared and closed its jaws around Syxia. The Baron proved to be a very able combatant, attacking with his magical trident and two claws. Luke cast a Prismatic Spray of colorful arcane energy that dazed several of those on the deck, allowing Syxia to strike the Baron for significant damage; it also allowed the party to reposition themselves. The tide of the battle then turned in favor of the party. The Sahuagin refused to yield, but ultimately fell to the party’s combined powers. They collected a magical trident, which was given to Ba-bool, and several pieces of gold jewelry. The crew and party threw the dead Sahuagin overboard, and recovered the body of the slain crewman in order to return his body to Inequity for proper burial. The crew then prepared the sails and rigging for a swift voyage, and the ship made for Inequity with all speed, bearing the party, their loot and the head of the drake back to port.

The ship returned to Inequity to cheers. Upon disembarking, the heroes marched up to the keep to see Lord Braccus. They were told to wait 10 minutes, although he showed up almost immediately. Braccus congratulated them and paid them 600 gold coins on the spot. He said that the head of the Sea Drake must be shown around the town for a while to prove that the beast was indeed dead, and then the party could do what they wanted with it. The party assisted a few guardsmen in hanging the head of the Sea Drake in the harbor for all to view. After several hours, and a multitude of visitors, the guards gave the head back to the party, who promptly marched it over to the Knaves and Knives, the seedy drinking establishment catering to a rough crowd. Geirston Murtha thanked them and told them that whenever they come in, the first drink will always be on him. Word quickly spread throughout the tavern that the three ships in port were leaving on the morrow, so the seaman (and the motley assortment of brigands that also passed for crewmen) in Inequity were living it up – Syxia was forced to politely decline numerous offers of companionship for the night. The heroes all had their fill of sea stories and drinking games and returned to the Black Gull, as the party would soon be serving as guards for Braccus’ journey to Folkestone. The lord said that he had arranged for six of his best men to accompany him to Folkestone, but explained that this bare handful of men were all he could afford to take, as the rest of his forces were needed to protect Inequity while he was away. He also pointed out that he was paying the party to provide protection. They had arranged to leave early the next morning, and spent the remainder of the evening telling their tales in the tavern of the Black Gull. As usual, and dreading another wilderness trek, Syxia retired early for a bubble bath and to wash her hair. After many rounds of ale and a night of feasting and revelry, the party spent a restful night at the inn.

The heroes rose early and met Braccus and his men a short time after sunrise. They planned to follow the road, as it was the fastest and most direct route to the town of Folkestone. Braccus travelled in a covered coach (into the comforts of which Syxia tried – and failed – to talk her way into; her back-up plan failed, too: she was going to talk about it constantly until Braccus gave in. Needless to say, he never did so), with four mounted soldiers and two crossbowmen riding on and driving the coach. On the first day of the journey, Jaeran, Luke and Marik performed the Sending ritual anew; this time, Luke managed to get a response from his father. Erdan reported that “I am fine. I have escaped from Gorshak and am heading to safety. How is Luthien? Erdan.” The fact that his father had escaped pleased Luke, but he was puzzled as to the identity of Luthien. Jaeran sent his message to Neltharian, and the Wizard responded “This is disturbing and confirms my suspicions. Unfortunately, we have much to discuss. We’ll talk when you arrive.” The party was very cautions going through Skylde Gate Pass. Syxia carefully inspected the Keep and found no signs whatsoever of Orcs. After a few days of uneventful travel, the caravan reached Folkestone without incident or issue.

Upon their arrival in Folkestone, Barrack and Ur-Kadar escorted Braccus to the Keep while the others went to meet Neltharian. Syxia scanned the crowds without success for any sign of Belandor, the handsome guard corporal who had once threatened to physically restrain her when summoning her to a meeting with Jessup after she had threatened a town notable; after that encounter, the comely devil-maiden had become smitten with the chiseled guardsman, and she was very disappointed that she had not seen him again. In fact, the party had retained the magical longsword plundered from the Sea Drake’s lair, and planned to present the enchanted blade to Belandor in order to build up goodwill (and an ally) in Folkestone.

As the party entered Neltharian’s shop, the Wizard welcomed them and said that he had much to discuss with the party. Luke produced the note that was recovered from the demon-cultist temple. Neltharian read the document and without looking up muttered, “So, it is as I feared.” He hesitated a moment, and then told the party that he had not always been as forthcoming as he could have been. He apologized, and explained that he would like to shed some light on things. He recalled the story that he had previously told the party regarding the events that had occurred just over 2,000 years ago.

At that time, a group of humans and Tielflings opened up nine portals, in sequential order, and at specific places of power, which allowed Orcus, demon lord of the abyss, and his horde of demons to enter the world. They spread destruction all over Soltara and reduced the land to chaos. The Elves retreated to the darkest parts of their forest homes, the Dwarves withdrew to their mountain fortresses, the Dragonborn were very nearly wiped off of Soltara completely, the Halflings hid and the humans were pushed to the far corners of the world. A group of heroes emerged, led by the human Wizard Angronomir. With the help of certain now-legendary artifacts, these heroes were successful in stemming the tide, rallying Soltara’s defenses and pushing back the hordes from the Abyss. They succeeded in finally casting Orcus back into the Abyss and sealing the gate. Upon sealing the gate, Angronomir’s staff was shattered into eight pieces; rumors hold that the eight pieces of the staff were scattered over what is now Wysteria. Legend has it that if the staff could be reassembled, it would reawaken the powerful wizard who disappeared after the battle was won.

Neltharian said that in addition to searching for the places of power, he had been searching for the fragments of Angronomir’s staff, because it would be exceptionally helpful in closing the gates. He told the party that he believed that he knew where two of the pieces were. The first is in the Fen of Forgotten Souls, to the wild and uninhabited lands east of Folkestone. He believed that the second piece of the staff was acquired by the wizard Balthazar and that this piece of the staff is most likely hidden and well-protected in the ancient castle of that worthy. Neltharian went on to note that Balthazar had not been seen in over 1,000 years.

With that now weighing on the minds of the heroes, Luke inquired about his father and the identity of the “Luthien” to whom his father had referred. Neltharian explained that Luthien Greenleaf was also a member of the Order of Candrical. He was an Elven Ranger who assisted Neltharian in finding either the locations of power or the possible sites wherein the pieces of Angronomir’s lost and scattered staff might be secreted. Luke then told Neltharian of the dead Elf they found at the temple. Neltharian was saddened upon hearing this news, and confirmed that it was probably Luthien. This explained why he had been unable to contact the Elf. Luke then asked what, if anything, this had to do with his father, and informed Neltharian that the party had found his father’s cloak at the temple along with Luthien’s body. Neltharian explained that Luke’s father is the liaison between the Elven kingdom of Avalar and the Order of Candrical, and that Luthien and Erdan had been friends since they were adolescents; Erdan often accompanied Luthien on his journeys. Neltharian suspected that Luthien’s death would weigh heavily on Erdan. The Wizard also mentioned that he found something that might be a connection to The Animator, and went on to state that he had learned that there was man, a recluse, living in Carrowheel that goes by the name Danelious Zharam; this may very well be Dzaram.

In the meantime, Barrack and Ur-Kadar met with Braccus and Jessup at the Keep. The King was already in Folkestone, and the assembled lords were waiting for Lord Titus Alderwald to arrive from Carrowheel. The fighting-men and the lords had a civil conversation, and Braccus told Jessup about how the party had helped him by killing the Sea Drake and cleaning out the Orcs from Skylde Gate Keep. Ur-Kadar filled Jessup in on the cultists at the jungle temple. Jessup said that the King had informed the lords that things were turning bleak in the north. Pernholde, a small city southeast of Gartmoore (on the border with Wysteria), had come under attack by a large force of goblins. Had it not been for the presence of a courageous band of five heroes (among whom were counted the renowned human Sorcerer Arclyte and the daring Halfling Rogue Tanith “Shadowcat” Darkraven), including two who lost their lives in the defense of the place, it would have fallen. The city was being fortified and reinforced, but all were very concerned. The scouts on the northern border with Dunemaul had reported increased activity and other signs of trouble. Also, there had been reports of ominous signs of increasing trouble in the dark forest of Ravenwoode. In essence, the King has found himself forced to focus on reinforcing the northern borders, and because of this, he does not have a great deal of resources with which to defend the southern cities. As Jessup finished and all present were lost in deep thought, the warning bell at the gatehouse began to ring. The men rushed out of the Keep and toward the main gates of Folkestone. The party reformed there, the other four members meeting up with the fighting-men before the great gate. Two riders soon approached the main gates at speed, and the massive portals were swung wide to admit them. Led by Belandor, the town guardsmen quickly funneled the riders to the gates of the Keep. One was slumped over on his horse while the other was visibly wounded. Jaeran applied aid to both while the lead rider told Jessup that “Lord Titus Alderwald has fallen.” He explained that Orcs and Ogres ambushed them; while they did their best to defend their lord, once he fell they broke and made for Folkestone to inform the King. Jessup and Braccus quickly excused themselves and prepared to meet with the King.

While they were waiting, Barrack led the party to Gimmar Fellhammer, the Dwarven blacksmith of Folkestone. Gimmar said that he knows the location of the Dwarven hold of Draig Durrok, and pointed it out on one of the regional maps carried by Syxia. He told the heroes that while he was not from Draig Durrok, he knew of a small Dwarven hold on the western side of the rugged range of hills several miles north of the Path of Shadows, as that is where his family was originally from. He suggested that the heroes might wish to check there, in order to see if the Dwarves who dwelt there could provide any assistance. The group also paid a visit to Drachen Sylvanni, a leading merchant of Folkestone, to see what new magical (or otherwise useful) items he might have for sale – Syxia was crushed to learn that he did not have a pair of size 6 Acrobat Boots available. The heroes took a quick look at the available items, but bought none, and then returned to The Crested Cock, the reputable inn that had served as their former base of operations, to settle in and wait for Braccus.

The next morning, the heroes found a note from Braccus waiting for them downstairs, informing them that the King had appointed a new Lord of Carrowheel - Lord Sebastian Blackwell was to take over the defense of that town, and was to depart from Dunwin immediately. Braccus also noted that their council with the King would end later that day, and that he wished to return to Inequity on the following morning. The group tied up some loose ends in Folkestone, and spent a quiet evening waiting for Braccus. In the morning, they prepared to depart for Inequity.

Thursday, March 19, 2009

Journal Entry 10


Journal – Session 10

Having made the arduous journey to the port city of Inequity, a party of six bold adventurers – Barrack, a plain-spoken dwarven Fighter, powerful wielder of the hammers favored by that strong and dour race; Marik, a reptilian dragonborn Warlock, heir to an ancient and proud lineage, but inescapably bound to a pact granting him supernatural powers; Jaeran, an elven Cleric upon whom the gods have granted a measure of divine power as a reward for his faith; Luke, a cloaked half-elf Wizard of mysterious origins and arcane might; Syxia, a tiefling Rogue, dark daughter of a cursed bloodline, her ancestors given to the infernal worship of fiends; and Ur-Kadar, dragonborn Paladin of Bahamut, the Platinum Dragon, a holy warrior dedicated to upholding the tenets of his faith and protecting the weak with his battle axe – rested after their difficult assault on Skylde Gate Keep en route to Inequity, and asked questions of the townsfolk.

The group first paid a visit to Sister Eramora, priestess of Melora at the Sanctuary of the Sea to see if they could learn anything more about the monstrous Sea Drake menacing Inequity and the surrounding waters. After depositing a few coins into the collection box, they proceeded inside and met with the Cleric. She told them that the drake is probably between 20 - 25 feet long and confirmed that it did indeed possess a breath weapon. Its pattern appeared to coincide with the moon (and therefore the tides). While this was not new information for the party, it corroborated what they had learned before. Sister Eramora informed the party that the Sea Drake cannot breathe underwater, so it probably has a lair where it can retreat for rest. She concluded that the den of the beast lay to the east, probably along the rocky coastline where the sea meets the eastern range of hills. She thought it likely that the creature had a lair that can be reached via an underwater channel - the water levels inside the cavern rise with the tides, making it accessible only for a certain amount of time each month, which could help to explain the rhythmic appearances of the sea monster. Jaeran then asked about the “Fish People” raids. Sister Eramora confirmed that these creatures were indeed Sahuagin, or the dreaded sea devils of the deep. She had tried to communicate with them, but they did not respond. She indicated that they are relatively new to the waters around Inequity, and had not yet acted in a hostile manner. She believed this to be abnormal, as everything she had ever learned or heard of their race painted them as bloodthirsty aggressors bent on rape and pillage. She theorized that there may be some relationship between their appearance and that of the Sea Drake. The party thanked her and made their way back to the street.

While there was a desire to go after the Sea Drake on the part of some party members, others thought it wise to try to talk to the Sahuagin. Still others felt the best course of action would be to find and eliminate Gorshak, the Orc war leader who had led a sizable force away from Skylde Gate Keep before the party attacked the ruin. Unable to agree upon a course of action from among these choices, the party decided to make for an ancient temple rumored to lie to the northeast of Inequity; the place was said to be nestled in the deepest recess of the dangerous jungle. They also considered the possibility that Lord Braccus, ruler of Inequity, will need them to accompany him to the town of Folkestone in a little more than two weeks. Marik joked that it would be good to see Pendingle again and to check in on the progress of his ballad, “Folkestone Heroes,” while others grimaced at the mere mention of the barely-talented minstrel. They spent the remainder of the day refreshing their supplies and preparing for their trek into the jungle before retiring to the tavern in the Black Gull for ale and dinner near the fire. Syxia, of course, wasted no time in taking a long, hot bubble bath and washing her long, silken blue hair before going to bed early (since she would be without the comforts of civilization for a time, as she was being forced to sully herself in the murky depths of the trackless jungle by her friends).

Early the next morning, the party left Inequity on foot after having a quick breakfast at the Black Gull. The group made it to the edge of the steaming jungle by mid-afternoon. While they believed that they were getting close to the temple ruins, the sun was setting, so they decided to make camp for the night. The first watch of Marik and Ur-Kadar proved uneventful. The second watch was taken by Syxia and Jaeran. Near the beginning of their watch, they heard some faint noises and saw a flickering light moving through the trees. Syxia snuck off to investigate, while Jaeran roused the rest of the party. As the shapely Rogue closed in on three robed figures carrying torches, she stepped on a branch and it snapped loudly. The hooded figures stopped and looked around, but failed to spot Syxia, who had dropped low to the ground. They eventually turned their attention back to the well-trod path that they walked, and proceeded out of sight. After the robed figures were a safe distance away, Syxia snuck back to the party. She relayed what she had seen, and they decided to investigate the path in the morning. The rest of the night then passed uneventfully. They roused in the morning, had a light breakfast and then made for the path she had discovered.

They followed the well-trod path through the overhanging jungle, as an eerie silence reigned around them. Eventually, they noticed that the jungle trail led to a large clearing in the middle of the jungle. The party positioned themselves off of the path, with three on the left and three on the right. As the jungle began to thin out at the edges of the clearing, the two groups halted their advance and Syxia crept lightly ahead to investigate. She stealthily advanced to the clearing, and from her hiding place, she saw a large stone ziggurat, towering 25’ high over the clearing; she could also see a long set of weathered stone steps leading to the top. All around the structure were clusters of sinister hooded cultists, who were walking about and having small group discussions. The cultists were dressed in either crimson red or dark green robes. At the top of the ziggurat stood a robed man wearing what looked like a helm fashioned of bone. He was obviously in a position of authority and was flanked by two other cultists in crimson robes. Circling the truncated pyramid were four guards who brandished wicked flails; these fighting-men were well-equipped with chain mail and large shields. Syxia silently returned to the group and revealed what she had seen. The group quietly discussed using subterfuge to enter the main courtyard, but they fell back on their now-familiar plan of simply rushing in headlong.

As the party rushed from the jungle into the courtyard, they caught their enemies by surprise. Barrack and Ur-Kadar raced forward to establish a line of defense, with Syxia following right behind them. Luke hurled a magical force orb at a cultist in crimson; the burst of arcane energy exploded, damaging him and killing the green-robed cult member beside him. As battle ensued, the priest at the top of the pyramid screamed “Destroy the heretics!” and rushed inside the temple, presumably to sound the alarm and alert the others. The armed and armored guards moved forward to engage Barrack and Ur-Kadar while the other cultists fell back. The guards were very proficient with their wicked flails, and their attacks slowed everyone they hit. Syxia rushed to flank one of the guards with Barrack, but the guard unleashed a nasty surprise. He dropped low and managed to swing his flail in a wide circle, attacking both Barrack and Syxia. Barrack managed to deflect a crushing blow with his shield but Syxia was unable to dodge a glancing blow, and was knocked down, with the flail’s chain wrapped around her ankles. The crimson-robed cultists, while armed with maces, preferred to rely on foul incantations that attacked the party from range. The party quickly learned that these curses were testing their fortitude and could be highly damaging to the unwary.

As was normally the case, the party started slow in the first battle of the day, and it took a few moments before their combat reflexes kicked in. Syxia broke off from the guard she was flanking and engaged a small group of cultists, forcing them to forego their curses and draw their maces. Luke focused on conjuring clouds of force daggers, bewildering the cultists with dozens of floating, razor-sharp blades and continued to strike down many of the green-robed believers. Marik’s curses also filled the air while his eldritch powers were enhanced by the powerful implement he now used. The snap of Jaeran’s bow could also be heard, in between his chanted words of divine power and healing. With a flick of his wrist, Ur-Kadar threw down his Creature Coin and was surprised to see a giant weasel appear. While not a serious threat, the weasel made for a distraction and an additional target for demonic attacks. Outnumbered and surrounded, Barrack also threw down his Creature Coin and a large bat appeared. While not exactly what he would have hoped for, the bat did manage to harass the temple guard he was fighting, even managing to bite him twice before tearing off the guard’s ear in a shocking, savage attack.

As the party began to make progress against the guards, they heard a powerful roar - a barbaric, blood-curdling shriek - erupt from the top of the ziggurat. Racing down the steps of the pyramid was a grotesquely muscular human wearing only a loincloth and brandishing a huge club. It was clear to everyone that this cretin posed a significant threat. Ur-Kadar managed to put down the first guard as the degenerate cultist reached the ground. The freak was obviously deranged and was foaming at the mouth. However, he remained aware of his surroundings and it was clear he was determined to destroy the heretics and false believers, i.e., the party. Ur-Kadar challenged the monstrosity to keep the brute from other party members. Those who were able focused their attacks on this enemy, in order to assist Ur-Kadar in bringing down the madman as soon as possible. The concentrated attacks were successful and the hulking behemoth eventually dropped, gurgling and choking on his own foul blood. With that, the rest of the cultists in the courtyard began to retreat, but were eliminated before they could reach the stairs of the ziggurat.

With a watchful eye on the top of the temple and the jungle surrounding them, the party took a brief rest to catch their breath and regroup. They climbed approximately 25’ of weathered and crumbling stone steps of obviously ancient make, and arrived at the top. There they found a stone slab that was slathered in brownish stains - clear evidence of the dried blood of untold numbers of unfortunate sacrificial victims. There was also a small structure atop the pyramid containing a winding staircase leading to the inky darkness of the horrid underground chambers waiting below. The group carefully descended a steep, angular staircase, the steps slick with an unknown blue slime. After treading a significant distance into the hellish confines of the dark temple, they entered a small 15’ x 15’ room. Syxia inspected the door and it appeared to her to be locked, but untrapped. She deftly picked the lock and proceeded into another room of equal size that opened into a hallway. The entire labyrinth seemed to be lit with sputtering torches, their weak flames giving off an acrid, greasy black smoke. As Syxia quietly opened the door, she thought she caught a glimpse of robed figures turning a corner to her left. The party proceeded along the subterranean catacombs very cautiously; they noted a hallway to the right that ended in a stout door banded with iron, as well as a hallway leading away to the left. Syxia went to inspect the door on the right. She did not find any traps, nor did the door appear to be locked. However, as she touched the door handle, the door exploded in a thunderous blast, pushing her back 5’ and dazing her. The injury was minor compared to the anger and embarrassment she felt after missing the trap. Luckily, she was the only one caught in the blast.

The party wandered around in the labyrinthian series of corridors and rooms of the underworld until they turned a corner and entered a large, round room with a small alcove approximately 5’ off the ground near the far side of the area. This entire area looked and felt as though it were awash in arcane light and energy – there was no doubt that some dark sorcery was at work. On the floor of the circular room appeared to be a series of arcane symbols; Luke recognized this to be a circle of protection. Standing inside the circle were two guards, two crimson-robed underpriests and several of the green robed acolytes. While the circle of protection aided their defenses, this group was easily outmatched by the group of heroes. A quick battle ensued, and while the villains did get the occasional shot in, the party dealt with the cultists in mere minutes. The room appeared to be an area of instruction, as its construction and layout allowed one or two people to oversee others working in this room. Given the amount of chalk and wax, as well as the alchemical and arcane supplies found in the alcove, this area was quite obviously used to instruct the faithful on the creation and maintenance of magic circles and gates to other planes, worlds or even dimensions.

The party then turned south and travelled down a short hallway that ended in a room with three prison cells. The first cell contained an Elf that looked to be near death; once she picked the lock, Syxia confirmed that the Elf was, in fact, recently deceased. The second cell contained a human prisoner that appeared to be in terrible shape. He was sitting in the cell, rocking back and forth and mumbling to himself. He did not appear to notice the party even as they stood in front of him. The final cell contained two men. The man in front appeared to be in a similar condition to the man in the second cell, but the man in back made eye contact with the party before standing and stumbling forward. He begged them to set him free. He stated that he just wanted to get out of the miserable place. The party asked him how he got there, who was holding him and the others, and for what dread purpose. He told them that his name was Delyd, but it took some time for him to remember. Delyd said that he was a sailor, and that all he can remember is that he was having a drink late one evening when he began to feel sick and made his way out of the stale beer dive in which he sought to drink away his sorrows. He woke up in this cell the next morning. He cursed those who were holding him, and stated that they were constantly subjecting him to vile tortures and wicked torments, all the while telling him that he was a false believer, but hinting that they could help him. He also reported that the Elf and the man in the other cell were here when he arrived, but the man in the cell with him arrived the day after he was captured. He said that he must have been drugged, and that he just wanted to get out of there. It was clear, however, that his mind remained in some sort of a fog, as if he were bewitched or glammered. The party convinced him that they were there to wipe out the evil, unholy sect, and that they would come back for him after they had dealt with the foul and loathsome worshippers of the temple.

The group slipped out of the prison room and completed a sweep of the entire level of the catacombs. During this time, they managed to encounter and destroy at least 10 more of the acolytes. They also encountered a series of rooms that apparently housed the brothers, as well as a small chapel area. With the level explored, they realized that they must have missed something, as the head priest they had seen atop the pyramid was nowhere to be found. They surmised that they must have missed a secret passageway located somewhere in the dungeons. They carefully retraced their steps, looking for something that they must have missed. After all of them failed to locate a secret passageway, they returned to the room with the prison cells. They asked Delyd if he had seen any of the brothers pass this way, and he said they frequently walked past his cell in large numbers. The group then made a quick search and found a secret door. Pushing open the hidden portal, the party saw a steep stone stairway leading further into the bowels of the underworld.

The party descended down into the second level of the catacombs, and soon found themselves in a small 20’ x 30’ room. The hallway outside the room led east and west. To the east, the hallway ended in the door. The party quickly headed west into an area of small chambers that looked to be living quarters. They encountered no cultists, and found that most of the rooms had sparse furnishings. There was also a long corridor north that led to yet another area that looked to be an area of worship and instruction. The group returned to the main passage and the door leading east. Syxia listened at the door and reported hearing a great deal of commotion on the other side. A number of the foul brothers had apparently decided to make a stand in the room beyond the door. Surprising them was not in the cards, but Syxia managed to disable the lock and the party braced for combat.

On the other side of the sturdy door was a room shaped like a pentagon with a well in the middle and a door on the far side. Inside the room were several acolytes, two guards, two underpriests and another one of the degenerate, hulking cultists. The party rushed into tactical position with Ur-Kadar unleashing his fiery dragon breath, Luke creating swarms of force daggers and Marik hurling the bolts of eldritch energy that trace their origins to the forbidden pact that makes the Warlock’s power possible. Jaeran seized the opportunity to Command the behemoth forward and into the well, but the brute managed to shrug off the powerful suggestion just before he plunged down the shaft of the narrow, rocky well. Syxia advanced, and flashed her vicious short sword and her equally wicked smile. Sensing the need to quickly dispatch the hulking monstrosity, Marik uttered one of his most powerful and fell curses and attempted to send the degenerate cultist down the well, but to no avail. While the thing was still down, Syxia plunged her merciless sword into him, but was unsuccessful in her attempt to use his own weight to force him down the shaft. Despite their focused attacks, the party was unsuccessful in quickly dispatching the cretin. With a majority of the party members close or closing in on him, the hulk let out a frightening, ear-blasting scream that was infused with dark necrotic power. Those unable to steel their will to it were dazed and suffered significant damage to their psyches. Despite the barbaric cry, the brute was by then outnumbered, and faced an onslaught from hammer, axe and sword – to say nothing of eldritch, arcane and divine magical powers. He eventually fell, his wheezing death-rattle the only sound echoing in the chamber, his fearsome body broken beneath the party’s combined blows, blood gushing from a dozen fatal wounds and pooling on the rough stone floor of the place. The room belonged to the heroes.

The party took a quick rest and then pressed on, sensing more danger ahead. A door led to a hallway that revealed several large rooms that appeared to be used for religious instruction in the unholy rites of the cultists. One room was found to be nicer than the rest, although it was certainly not extravagant. This area was strangely absent of defenders, and the party grew suspicious. A quick inspection revealed that the area led to a pair of reinforced iron doors. Syxia checked them and noted that they were locked. Sensing that the cultists intended to make a stand there, Barrack stood guard while the rest of the group searched the well-appointed room. They discovered a small, locked trunk. Dropping to her knees on what passed for a rug in the miserable dungeon, Syxia quickly inspected it and managed to free the lock. Inside were 600 gold coins, a scroll of Sending, a scroll of Magic Circle, and a magical dagger carved with runes of fire and flame – on command, the dagger was wreathed in flames. Also inside the locked box was a coded note that looked to be of some importance. Back at the door, Barrack heard a loud thump, followed by another. He called for the rest of the party to join him, which they did. Syxia was absolutely winded, and the girl was wounded, but they all knew that they must press on. While they thought there might be some difficulty getting in, it didn’t occur to them that something else might be trying to get out and at them – this would be par for the course for bubble-headed Syxia, but was unusual for an experienced fighting-man like Barrack. As the banging grew louder and more frequent, the party decided it was time to throw open the door and rush into the room. Jaeran called for a blessing from the heavens and the party received a divine blessing of protection.

As the doors swung inward, the party looked into a long room that was approximately 60’ x 25’ with a high, arching ceiling supported by six columns. Toward the back of a room was a raised dais overlooking a magic circle that was approximately 15’ in diameter. However, directly in front of the party was a foul denizen of the Abyss. Jaeran recognized the creature as an Abyssal Maw. The disgusting beast looked like a huge toothy mouth perched on a few stubby appendages. As these abyssal monstrosities lack ranged attacks, they usually rush into melee as soon as possible, where their gnashing teeth do the rest. As the lowliest, but most numerous, residents of the Abyss, they usually attack in waves with little thought. Their focus is on clamping onto their enemies and dragging them down with numbers. Once on the ground, they can devour a fallen enemy in mere seconds.

Realizing that they needed to get past the Abyssal Maw guarding the door so they could rush the room, Jaeran Commanded the brute back and dazed it. This allowed the party to advance into the room and observe their enemies. Standing on the dais, looking over the arcane gate, was the high priest the party originally observed standing on top of the ziggurat. He was wearing a black cape over magical robes with a flail tucked in his belt sash and a bone helmet rested on his head. To his left was a veteran guard who wore chain mail and a magical cloak and wielded a fearsome wingspear. To his right was a senior cult member dressed in crimson robes. Unlike the others, who were human, this one appeared to be a Tiefling.

As the group advanced, two demons appeared, and came through the gate. The first was another Abyssal Maw, while the second was something else the party had yet to encounter. Those skilled in the lore of demons and the planes recognized it as a Runespiral Demon. Sensing they needed to close the gate, Luke stayed back and began the appropriate magical countermeasures to close the gate. Ur-Kadar also stayed back to guard Luke, and engaged the first Abyssal Maw. Calling upon the power of his dark and nefarious pact, Marik unleashed the Hunger of Hadar, ensnaring the high priest and his guard in swirling blackness. Barrack charged to the right, around the guard and closed on the priest. The magical blackness caused by the Warlock caused the priest to retreat, but he quickly realized that it would continue to block his line of sight (in retrospect, this combination may have been the deciding measure in the pitched battle. For with Barrack upon him and Marik’s zone of blackness blocking his line of sight, the head priest was unable to attack Luke, who was diligently working to close the gate. Had the priest been able to hurl attacks at Luke from behind a wall of demons, the gate may never have been closed, and the heroes captured or slain. As it was, the battle was easily one of the toughest faced by the party).

With each passing minute, more demons appeared from the gate. Just as quickly as Ur-Kadar, Syxia Marik and Jaeran put one down, it seemed as though two more appeared. At one point, it appeared that their lines would be overrun and Luke would be attacked. The Tiefling priest and an Abyssal Maw were advancing and threatening to skirt around the engaged party members. Ur-Kadar’s mighty axe chopped through a Maw, Syxia’s wicked blade slashed wildly and Marik’s blasts ultimately pushed back the demonic advance. Just as the heroes believed the battle had shifted in their favor, a new demon appeared from the gate. The Runespiral Demon was the polar opposite of the Abyssal Maw, for it was small and blindingly fast. The demon literally turned into a tiny bolt of lightning and bounced throughout the room. While it drew attacks from the party members as it raced past, it seemed to gain speed as it shocked party members. However, given all the attacks it drew, it went down quickly, but it was a cause for real concern, as everyone felt that several of those at one time would be a handful.

Barrack continued hammering away on the high priest, but he was now being attacked from behind by the guard and from the side by two demons. He was forced to use both the healing powers from his armor and the potion he had carried with him from Dunwin. Syxia and Marik made progress and were getting closer to being able to help Barrack. Fingering his prayer beads, Jaeran uttered words of divine inspiration and healing in between making his divine attacks. Summoning a deep well of faith, he spoke into existence a mighty Spiritual Weapon, which aided Barrack in his battle against the evil priest. Ur-Kadar shook off an Abyssal Maw and chopped down the Tiefling priest, whose gory blood arced high into the air as the powerful Dragonborn’s axe broke itself free of his shattered chest and shoulder, with the additional effect of invigorating Ur-Kadar’s allies around him. The dwarf turned and with a powerful swing smashed the body of the high priest, who was also buffeted by the Spiritual Weapon; the villainous Cleric slumped dead at the iron-booted feet of the dwarven Fighter. Marik then dropped his sphere of darkness, allowing the others to advance. A momentary pause in the demon hordes appearing at the gate, thanks in part to Luke’s efforts, allowed the party to gain the upper hand.

Tightly-focused attacks dropped the guard (whose blood was streaming down his stricken face from the gaping red ruin in the side of his head that had been his ear, soaking into his surcoat and making his armor slick with blood), and the tide of the battle turned solidly in favor of the party. One last abyssal monster appears through the gate before Luke succeeded in closing it for good. The insect-looking creature had four arms and wielded a nasty trident. Jaeran recognized this as a Mezzodemon and warned his friends of its breath weapon. Despite the demon’s poison trident, and blasts of poison breath, the group succeeded in quickly dispatching it and finally ended the battle.

Luke, Jaeran and Marik busied themselves with identifying the magical items in the room after the heroes all took a brief respite. They found a Robe of Contingency +1, an Amulet of Resolution +1, a Frost Fail +1, a Skewering Trantyr +2 and a Cloak of Resistance +1 that was marked with stitching that read “E.T.” It took a minute for Luke to recognize the significance; his father’s initials are ET. With a bit of discussion, the items were handed out to their new owners, with the exception of the flail. It was decided that the flail would likely be traded in once the group returned to Inequity. With the battle won, the group headed back up to the first level of the dungeon to retrieve Delyd and the other two captives, all of whom were freed. The three men accompanied the companions back to town. Upon their return to Inequity, the party deciphered the note they found in the high priest’s trunk. It reads as follows:

Brother K,

Congratulations on your continued success. Your temple, like the others to the east, serves as a testament to our growing power and control. The knowledge of how to summon, bind and control the demons was the key finding and our growing mastery of the subject is our greatest asset. Our progress at the great Temple of Shar-Ngrond continues. The Temple has been restored and is beginning to swell with true believers. Our priests continue their work on restoring the gate and anticipate that it will be opened very soon. Upon breaking the seal and opening the portal, we will have completed two of the nine steps necessary to complete the transformation. With the opening of the final gate, we will open a massive rift in this accursed continent. The hordes from the abyss will wash over this place and cleanse it. As true believers we will be spared and when the demon swarms recede whence they came the Chosen Ones will remain to command what is left of this world. We, the true believers, will be all powerful and no one will stand in our way. In the east, we have recruited the sons of Yeenoghu to assist us. They believe we have the power to free him and in exchange they do our bidding. They will be useful allies in guarding our strongholds and finding the remaining places of power. In the west, I have enlisted the orc leader Gorshak to complete a quest for me. This mission is intended to keep Ithacar busy while we continue to expand our power. In exchange, we will assist them in defeating the remaining dwarves at Draig Durrok. The orcs have been besieging them for months but have yet to break down the gates on their remaining stronghold. We care not who wins, for they are just pawns in our rise to power.
Brother H

Friday, March 13, 2009