Perchance to Dream

Shrine of the Fallen Lama

The party handed over Broxton to Vitruvius and told him of the plan that Broxton had to destroy him.

Vitruvius asked the party if they knew what powers “the hermit” had. The party told Vitruvius that the Hermit was a wizard.

Vitruvius told the party of an ancient sect of monks located in the Hazel Mts. just south of Gamal. These monks had belonged to the “Shrine of Zongxian”. This shrine did not worship any particular god, they had respect for knowledge, wisdom, and were trained in the martial arts.

Something corrupted their Lama. The corruption was contained in the immediate area of the shrine. It is said that the Hermit has taken a great interest in this shrine and actually visited the shrine himself or sent someone to visit it.

Viturvius sent a dwarven militia, headed up by, Gala, a female dwarf, to investigate what was happening and see if they could locate the Hermit. It has been an month since they were dispatched by Vitruvius and have yet to return.

Vitruvius tells the party that the Shrine is located in an impassable area where bandits and raiders dwell to pray on all who dare venture that way. Draya and Corrin recall hearing about the Shrine that attracted students from all over. This Shrine is believed to be a “mystical realm”.

It is said that before there was a “skizm” among the followers , the Lama became too arrogant and the followers came to question his ability to lead them. It is said that the Lama and his followers are still trapped in the Shrine on a plateau in the Hazel Mts.

The Lama is an immortal being that takes a humanoid form. Not sure how he became immortal, perhaps a long liniage of Lama’s that are voted in and they continue to take over each other”s body. It is unknown as to what has corrupted the Lama and there are very few monks left outside of the Shrine. They are scattered all about and keep to themselves.

Corrin goes to his “contacts” and they do not know od any monks about, but they have heard of the Shrine. They tell Corrin that it is an evil place where beings become cursed or their abilities are weakened once they enter the Shrine.

Viturvius tells wants the party to find the dwarven party he sent a month ago and to see why the Hermit would have an interest in the Shrine. He tells them it is about a days journey, but to beware of the bandits along the way.

Martellis excuses himself to the roof and begins to chant. He casts, “Eagles Flight”, where eight giant spirits are summoned to take the party to the Shrine in the Hazel Mts. Martellis summons a great golden griffon, Corrin a pegasus, Draya a golden dragon, Markson an imperial griffon.

The party makes a pass over the city and onward to the Hazel Mts.

Around mid-afternoon, the party approaches the Hazel Mts. There is a smokey, yellowish fog surrounding the mountains. The party takes flight over the mountains and see the plateau where the Shrine is located. The party sees that most of the buildings are in ruin and there is a path that winds up to the Shrine on the plateau. AS they are flying over the Shrine, their spirits all begin to experience “turbulence” dues to the shroud of darkness surrounding the area. It passes and the spirits land their party members safely on the path leading up to the Shrine.

The party begins to make their way up the winding path to the ruins atop the mountain plateau. The party makes it up to two huge towers. They notice the gatehouse has been somewhat renovated and that someone has made the gateway larger. Draya and Markson march up to the broken archway and see two large-size figures mulling about in the gatehouse. It looks like these two large figure are carrying javelins. Draya and Markson see that these two creepers are Ogres. The party attacks the two vermin. One of the Ogres disappears from sight. As the fight with the one ogre continues, another Ogre with a horned viking type hat appears. The party encounters three Ogres who are very determined to stop them. As the attacks continue, some of the members begin to feel that their attack moves are just not dealing the amount of damage that they should be.

The party defeats the Ogres and some healing is need on “the tank” as the horned hat Ogre took a special liking to her. The party investigate the Ogre gatehouse and find it to be very disgusting. They search the dead Ogres and find 5 small cut diamonds, gold pieces, and javelins. Draya decides that the horned hat that her bad-ass buddy had on, would make her look goods so she takes it.

The party venture into the Shrine complex to investigate. Corrin hears a door open and turns to see what it is. It looks like humans who are very pale and have dark circles under their eyes. They are not shooting “THRILLER” here, so they must be undead monks of the shrine.

As the undead monks check out out our party members, the party quickly moves behind a broken part in the stone wall surrounding the Shrine. The undead monks are packing scimitars adn are ready to par-tay.

Draya hurls some dragon breath at them and toasts all three of the undead monks. Martellis lands an attack as well. The enemy attacks from the brick building across the way from the wall via arrows. The arrows miss our party.

The undead monks attack the party behind the wall…again our blows are not landing as hard as they should be. We defeat the undead monks and make our way to the brick barracks. Corrin, Markson, and Martellis enter the barracks. They defeat the arrow spewing undead monks inside.

The party searches the barracks and find nothing but living quarters.

The party searches around and see better looking buildings around. They see a courtyard with a well. As the party walks through the courtyard, Draya, Martellis, and Corrin hear music coming from inside one of the buildings. Markson does not and trys to stop Draya, Martellis and Corrin continue to head to the building. Markson lets Draya go and goes up to the door of the building and trys to barricade the doors of this builing. Markson does not know what is goingb on and why his friends are so intent on entering this building.

Martellis, Draya, and Corrin are about to burst through the doors when Markson charges into the room and sees a very prestine looking room. White walls, tapestries, desk, etc are all in the room. Markson sees a book in a glass display case. He breaks the glass and takes the book out. He cannot read the what is printed on the book’s cover. Martellis, Dray, and Corrin are about to touch the book, when Markson runs away from them, outside the of the towers. They chase Markson outside of the walls of the Shrine. Martellis, Draya, and Corrin are fine now. Markson tells them that they entranced by the book.

Markson learns that the book has some kind of magical powers. The book makes him feel good as he is holding it in his hands. Markson decides to take the book back into the gates to see what will happen. Nothing. He enters the courtyard. Nothing. He brings the book back into the building and nothing. The rest of the party follows him and look around the building. They look at the tapestries and see what seems to be the Lama standing over a map of very different lands.

While looking at this, the floor begins to rumble and a bullit ascends from below.

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Gamal

Utley’s Pass

The adventurers discover two dead shadar-kai that had been guarding this side of the pass, evidently killed by packs of kobolds. With fortune favoring the brave, they reach Gamal unharmed.

Gamal

As our heroes approach the city, the great spires of Gamal rise above them. Inside, they are met by every form of hustle and bustle of a busy city, passing the dwarven garrison encamped beyond the city gates.

Muther’s [Inn and Tavern]

Our heroes take in a short rest and refreshments before setting out into the city. Fein finds his usual entertainment of “daggers”, eschewing the normal rules and throwing a hand axe instead. Corrin speaks a man named with Drexel at the bar. He presents himself a “friend” (of the Graycloaks). Drexel requests Corrin’s presence at a Graycloak meeting at nightfall.

Commons (Temple of Imperiad) – Daytime

The adventurers deliver Brother Thomas to the safety, though Crestview was to be his intended destination. Markson also meets up with a fellow brother of the cloth, a dwarf named Hoseo. Corrin reports of his findings in Crestview.

Commons (Beneath the Temple) – Nighttime

Corrin arrives as requested and enters the Graycloak secret meeting. He is met by several members, including the Gamal cell leader, Blake. He presents the head of Shade and the Blackheart emblem to the Graycloaks. He is also made aware of a Graycloak spy (“Bad” Ian DeYoung) within the Blackheart ranks. Corrin is given the rank of Quickblade.

Arts District (Woosley Mansion)

Corrin with his trusty hat of disguise, takes on the guise of a well to-do art afficianado) goes to speak with Baron Woosley. Arriving at his door, he’s greeted by Agador, the Baron’s man-servant. Agador humbly leads Corrin through the lavishly well decorated mansion. Finally, he is graciously greeted by Baron Woosley himself. Corrin pretends to be genuinely interested in the Baron’s art but subtly leads the conversation towards Woosley’s thoughts on Vitruvius. He finds out that Baron of the Common District, Prad “the Glum” is also a supporter of Vitruvius.

Magic District

It’s discovered that a man named Martellius has offered to make magical items for another man named Lucas. This plan was put to an end in the basement of Muther’s.

Palace – Nighttime

Not gaining the magical item they were after, the Blackhearts still intent on destroying the palace with Vitruvius in it, roll a flaming cart towards the main entrance. Our heroes were able to stifle the fire with minimal damage to the building itself. Thus, foiling the Blackheart’s assassination attempt on Vitruvius.

Side Notes

Corrin discovers that Brother Hoseo is a member in good standing of the Graycloaks in Gamal.

Supports Vitruvius – Baron Braden Woosley (Arts District),Baron Prad “the Glum” (Common District), and Baron “Good” Ian DeYoung (? District)

Against Vitruvius – Baroness Avery Carmel (Magic District)

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Paths of Glory

The adventures made their way to a familiar face who recently came to Iberia, Mangold. Lounging in a tavern (go figure). He had designs that a new temple will be build for Imperiad in Crestview, in what is Founder Nealaini’s palace. (She didn’t like this idea.) He with his two trusty dwarf slaves wanted the party to take him there safely, for 1800 gold. The Founder, wanted us tto rid Crestview of the evils there. So the party was set on going to Crestview. First though, the group spoke to the Nightingales. This would be the finial meeting with Helm LaVon. Future action will go through normal priest channels. Also, the Palantin was given to the Nightingales to hold. A Dwarf Warrior named Merric needed to see General Vatruvius in Gamal. We agreed to head there after cleaning out Crestview.

On the Mountain Road to Crestview – The party was jumped by thugs – 13 bandits, 1 Evistro, and 4 Mages. After triping and falling several times, the party nobly beat most of them to death. Thomas Mangold casually one-shotted an enemy that the party had worked over for some time, credit credit where it was not due. The party found out that the bandits served a man named Dread Lockstone, who had control of Crestview and serves “the hermit”.

Side Note: The dwarven slavery issue was solved by Fein. Who decided to burn Mangold’s cart which he had the dwarfs carry him in. Also, Fein decided to pound Mangold with a radiant magic punch. This caused some strife between the party. The fight was broken up by Markson, who was forced to side with Thomas, to his great displeasure.

Arrive at Creatview- Was a big mistake in scale of the enemy the party faced. Corrin decided to disguise himself as “the hermit”. He bravely went in to recon, alone. The town was crawl with Shader-Kai and Mages. He went to the Palace to visit Dread Lockstone. The man told Corrin that the army was readying for their next attack. Corrin left after obtaining this information, passing through the city without interruption, masked as the fearsome and mysterious hermit.

The party decided that they were out-numbered too badly, so they took to the road to Gamal to meet the Army General Vatruvius.

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The adventure begins with a nap…

In need of rest after a difficult battle the party sets up camp in the room with the giant medusa head. The hours pass by and it appears that the rest will be an uneventful one – but during the last watch of the night Markson hears a group coming down the stairs into the chamber. He awakes his comrades and they plan an ambush at the base of their stairs. A cultist appears dragging a Halfling behind him in ropes. The party is ready for him and is able to dispatch of the cultist before he is able to utter any cry. The prisoner is freed and it turns out to be none other than Daisy.

Daisy and Corrin reunite and exchange stories of their adventures. Corrin is also aggressively questioned about why he allowed Dailia to get stabbed during their trek to Discordia. The party decides to continue though the hallway, and as Corrin is picking the lock to the door he hears chanting from down the way.

Corrin managed to unlock the door and the team finds themselves facing a room with 4 stone gorgon statues. Fein uses his familiar to scout the room, but it is destroyed by a magical spike. The party decides that foolishness is the best part of valor and charges across the room blindly. They make it across, but suffer a significant amount of damage from the traps. They jig up a rope across the room for Dailia and Nalania to climb across. The rope holds, but both of the women are unable to make the climb in their weakened state. Dalia is able to escape the room unharmed, but Nalina takes a serious wound from a trap and must be rescued by Markson who takes even more damage.

The chanting has grown vary loud by this point, but the team decides that they should still take a quick rest to lick their wounds.

Once they had caught their breath they charged into the room with the chanting. In this room they found an assortment of devils and cultists – battle was joined post haste! Draya and Markson held the line, squaring off against the bearded devils, while Fein and Corrin turned their attention to the cultists. The cultists were protected by a powerful magic and seemed immune to all harm, pissing Fein off to no end.

Fein eventually discovered that they were protected by a spell which was focused in a bowl of blood, and after he toppled the bowl he was able to kill the cultists with great bravado. One he and Corrin finished wiping up the cultists they rejoined Draya and Markson and were able to dispatch of the remainder of the devils.

They are then treated to a vision from what can only be the snakewhore, condemning them all to a horrible horrible death just as soon as she can get around to it.

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Everybody Must Get Stoned

After defeating the Medusa at the cost of Fein being turned to stone, an old friend showed up, Lord Ord. Summon by the Feywild to help his sworn friends in a time of need, he appear before the party, rolling in to the room- flung across the void from another world.

Shortly there after, the Party decided to behead the medusa witch, and take the foul creature crown as a trophy/weapon. Draya volunteered. When she struck her blow, she was instantly turned to stone. Brave, but foolish Lord Ord pick-up the head and placed it into a bag, with a flap – converting the medusa’s head in a sack into a make-shift “Bull’s-eye Lantern of Gorgon Power”. So, down two party members, plus one old friend and a “statue-maker-in-a-bag”, they continued on.

Stoned!

Upon leaving the temple the party saw a Gazebo of Doom, where a number of nasty devils and humans were congregating. The party engaged them in mortal combat. The battle began with Corrin sneaking around to close the distance and get a better look. Next Lord Ord moved in and raised the Medusa head at some baddies and smote their ruin upon the gazebo steps. Short there after, Corrin was transformed by Lord Ord into a Demonic Empowered Super-being; waging battle on the enemies with all the fury of hell. Markson smashed many foes with his mighty Mordenkrad. Thus the party cleaned house and left none alive.

After searching the gazebo, the party found set of steps that lead into the bowels of the earth. The party, not lacking in adventuring spirit, ventured down into the deep. Their curiosity was repaid with fierce battle again nasty Tieflings and deadly ice hounds which literately burst upon the seen, straight up through the icy floor. The party feared not and beat them all to death. Not without trouble though, Markson was harried by the Tieflings. They tried to knock him into a pit; the wily Markson would have none of it, teleporting himself out of danger.

Upon further examination of the lair, after the battle, the party found a pile of gold, jewels, armor, and some potions to remove the petrifaction effects on Draya and Fein. The party rejoiced. Lord Ord said his goodbyes and returned to his home world.

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Like a Rolling Snakewhores Stone
02/13/10

The adventure begins with the party standing around the corpse of Shadow, the mighty dragon which they had slain. A dead dragon tells no tails however, and they still needed answers. Markson prepares a ritual of raise dead, and though the help of his friends he is able to summon enough power to demand 2 questions of the specter.

The first question asked is “When will ‘H’ visit the town again”, and they are fortunate to learn that “H” is scheduled to visit within the next week. The second question asked is “What has happened to Daisy?”, the sister of Corrin. They learn that she has been sold into slavery, with “H” as her master.

The party has time to rest up and formulate their plan for the arrival of “H”. They have Corrin impersonate the shopkeeper of the shop above Shadows lair and rig up a simple system which allows Corrin to ring a bell outside to shop from behind desk.

With time to spare they go around town and ask if there are any issues which trouble the town. They do learn that there is a small population of Shadar-Kai which has been stealing from the townsfolk. They approach Sherman, head of the town garrison, with this information – but he denies the presence of the Shadar-Kai and is a general dope.

Without the assistance of the garrison the party decides that it would take to much of their resources to track down the source of the Shadar-Kai and keep adequate watch for “H” so they abandon the idea of the Shadar-Kai and settle down and wait.

The majority of the party takes watch at a tavern nearby with has a clear view of the shop that Corrin is tending. As they sit patiently – or in Feins case, destructively – a hooded patron comes to the shop and stares into the windows warily. Corrin waves the man in, and after a few moments thought the figure enters the shop and approaches Corrin.

The man speaks to Corrin in strange language, and Corrin fakes a condition which does not allow him to speak and tries communicate with the figure non-verbally. Not trusting this turn of the events the figure turns to leave, but as he does so Corrin rings the bell alerting the party to the presence of the man.

The man bursts into a run at the sound of the bell, and the party takes chase after him. He is fast – faster then the party, but Fein is able to shout ahead to some guards which slow the man enough that Markson is able to catch up and deliver a fearsome tackle, pinning the man beneath him and revealing him to be their old foe Naleed.

The militiamen attempt to take custody of Naleed, but they quickly fold to the insistence from the party that the man needs to go with them. With this known Naleed tries to make a break for it, freeing himself from Marksons grip – he does not make it more then a step however before he is dog piled under the weight of the party.

They take him to the basement of Shadows hideout and question him on the mysterious “H”. He is at first reluctant to speak, but after being shown Shadows head he tongue loosens.

He tells them that “H” is obsessed with the Snake-whore of the crimson Abby and he believes that “H” went southwest of Iberia to try and locate her. He also tells them that crestview is the next target of the Blackhearts.

When his telling is complete Markson, still harboring a deep anger from Naleeds murders of the priests at Basin Lea, determines that he should test the effects of the scrying stone they found in Shadows horde.

He is forced to gaze into it, and he is turned to stone.

The body of Naleed is thrown into the sewers below the hideout, and the sounds of shattering rock tell the party that he is a threat no more.

With this complete the party had no reason to stay in Janets Landing. They packed up and headed Southwest, towards the Crimson Abby.

The party marches for a long time, the grass gives way to snow and the air develops a harsh chill.

As they trudge forward Fein notices that Corrins bag appears to be leaking. They stop to examine it and discover that the stone they took from Shadows heart is coated in acid. As they are stopped to repair Corrins bag Markson notices that the scrying stone is radiating heat.

They determine that they believe the scrying stone is acting as a guide to the crimson Abby and use its heat signature as a compass to take them there.

After another long hike, following the path laid out to them by the stone, they come across a poorly kept donkey with footsteps leading away from it. They free the donkey and follow the footsteps to a frozen lake.

As they scout the lake the are ambushed by ice zombies. At first it seems to be an easy victory, but soon they are assaulted by a second wave of undead. The battle rages fiercely for some time before Markson is able to position himself in the center of the midst and unleash a powerful turning. This turned the tide of the battle and allowed the allies to easily single out and dispatch their foes.

After catching the party continues scouting the area, and from a nearby peak they see in the distance what can only be the Crimson Abby. Crimson Abby

It takes them the rest of the day to reach the outskirts of the Abby. The approach it from the backside and see a large window 40 feet up. They try and sneak up to the window, but fail to mask their movement and are ambushed by some snake-shifting guards which were hiding nearby.

The guards are dispatched of before they can give warning and the party is able to reach the walls of the Abby. They are able to rig a rope above the window and bust in Die Hard style.

A fierce battle is fought in the sanctuary against a number of guards, a basilisk, and a Medusa. As the dust cleared the party was victorious, but their casualties were great.

Fein was lost to the stoney gaze of the Medusa, frozen solid in a tomb of granite.

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Into Shade's Lair

The party, armed with information gleaned from their surviving prisoner, delves deeper into the Blackhearts’ lair.

Shortly after descending into the putrid sewers beneath Jannus Landing, the party hears what sounds like a man groaning in pain. As they turn the corner to investigate this noise, they’re attacked by a group of shadar-kai. To add insult to injury, the “injured” old man transforms into an oni and enters the fray. The oni proceeds to spit out this horrid sewage from its mouth, dazing all but Markson in the initial blast. Fein found himself blinded by one of the shadar-kai’s attacks.

Oni Shadar-Kai

In the midst of the chaos, Draya is knocked unconscious into the putrid river of sewage. The oni takes the opportunity to attempt to drain Draya’s life force by sucking it from her brain. Corrin aware of her danger, sprints across the sewage with aid of his wavestrider boots. He’s briefly hindered by an attack from under the water but quickly regains his stride. Corrin takes on the already bloodied oni and shortly after dispatches the creature. Corrin attempts to pull Draya from an otherwise undignified fate but she slips from his grasp.

With the rest of the shadar-kai destroyed, Fein and Markson run in to pull Draya from the sewage. Corrin is now in a precarious position himself, forgetting the limitation of his magical boots, falls into the sewage. It is at this moment that the party notices a giant cube of jelly trying to dissolve Draya. Corrin attempts to climb out of the sewage but is slammed against the canal wall and is taken into the cube also.

Gelatinous Cube Motivation

Draya finally manages to regain consciousness and gets free of cube’s hold, as does Corrin with a bit more effort but the cube takes him once before the rest of the party destroys the abomination. The cube dissolves into a puddle, releasing Corrin. The group takes time to tend to their cuts and bruises. They then proceed further into the sewer in search of their intended target, Shade the dragon.

The party, at last, finds Shade. To their astonished eyes, Shade is a female black dragon of adult age with a black heart-shaped gem embedded into her chest. She wastes no time, spewing her acid breath at our adventurers. She manages to hit all but Corrin, who jumps onto her back hoping for an easier strike. She effortlessly flings Corrin from her back and smacks him with her tail. He manages to keep his balance and fires off a hand crossbow shot, which unsuccessfully goes flying into the stonework above. The party continues exchanging attacks with the dark dragon. When in one brief moment, Fein manifests an unusual power from out of nowhere and projects this brilliant energy at Shade, severely damaging her.

Shade the Black Dragon

From this point, the group has no difficulty in killing Shade. Corrin takes the head and embedded gem from Shade’s massive corpse to present to the Greycloaks as proof of the Blackheart leader’s demise. Fein finds amongst the Shade’s treasure, an orb which he spies into. He quickly realizes the shape in the orb as a medusa and looks away. Fein has discovered a scrying orb probably used by Shade to spy upon uninvited guests.

Scrying Orb

To be continued…

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Away to Waymeet

The Party returns where they had left for Discordia, at the entrance to the malseom of Behzin Le. They discover that they did not return empty handed, and that the masters of the temple of light had gifted them powerful artifacts. Markson received a ritual, Draya received magical chalk, Tahrathael received an everlasting torch, and Corrin received everlasting provisions. As the party prepared to leave Fein was visited by a vision of a woman and a child that he believed he recognized from another time in his life, but they vanished as quickly as they appeared.

The party decided to visit Madera to make sure the graveyard was properly supplied with guards. They were challenged at the gate by a solitary guard, but they were able to talk their way past him with no issues. The party first went to the temple of Imeriad. It was a small temple which was very well kept. It was also led by a man by the name of Thomas Mangold, who was a classmate and rival of Markson during his stay at the Vanguard of the Communion. Markson and Thomas spar verbally for a time before Markson reveals that the graveyard at Behzin Le is unguarded. Thomas promises to send a young priest by the name of Anton that Markson found to be very satisfactory. The party then visited the temple of Gladius and there they were able to recruit another less impressive but satisfactory guard.

They decided to return to Iberea to speak with the Nightingales and discovered a chasm in the bridge, but they were able to traverse it with surprising ease – their strength as a party was clearly growing. They were accosted by a bandit on the Iberian side, but it turned out to be their old friend Silky who quickly apologized for his aggression and was revealed to be in the Grey Cloaks, and organization which Corrin belonged to as well. Silky and Corrin conversed about the goings on of the world and through this the party learned many interesting facts.

They learned that they had been gone for over two months, and that Hallar the giant and been assassinated, sending the country into chaos. They learned that Ventruvius had send four generals and a battalion of troops to try and calm the area, but they too were assassinated.

They also took a look at Silkys wares and it was discovered that he had a medallion that matched Drayas. She snatched it from him and demanded to know where he found it. He informed her it was in the mess hall. He also had some unicorns for sale… He did not sell any.

The party went to the mess hall to search for any clues regarding the medallion that Draya had just found, but the mess hall was empty – picked over by scavengers. With nothing to gain there they continued on to the temple.

The approach to the temple found them greeted by a specter who bade them stop. His mouth made no motion, but he spoke all the same – he called to Helm to tell him of the visitors. After a brief conversation the specter stepped aside and allowed them to pass.

The party made the climb to the top of the temple and there they were greeted by all eight nightingales – proof that their efforts are Behzen Le were effective. Helm approached and gave them thanks for their heroics, lauding them with praise. All was not well however, for there was still danger in the realm. Helm warned them of the darkness that was encroaching upon the lands. There was an army of mages gathering in the south, and the mercenary blackhearts were gathering at Janets Landing.

The party decided first to go to Waymeet to check on Corrins family. They made the journey to its outskirts and then slowly made their way to the heart of the village. They found it abandoned. They searched the cabins of the town and came across a note from Drogo. “Have taken family to mountains. Daisy taken in Iberia. Dalia with me”

The party deferred their decision of where to go next to Corrin, as these were his Kin. He decided that their first course of action must be to make sure the family was safe. They took a must needed rest before heading out refreshed, though Draya and Fein were both quite sore from trying to fit their massive framed into hobbit beds.

They travel to the mountains and are able to locate Corrins family. Hugs and greetings are exchanged before Corrin and Drogo step aside for serious conversion. They discuss the state of waymeet and the dangers to the south. Drogo tells Corrin that the grey cloaks have a spy in the blackhearts and that they know their location in Janets Landing – beneath a store named Georges shoppe of curiosities.

The party makes it way though Iberia and began its way down the wall which leads to Janets Landing. When nearing the town they find themselves encased in a magical black fog. They pressed though it but found themselves ambushed! The foe struck quickly and then disappeared into the fog, but the party was able to take him down thanks to some crafty tactics from Fein and Draya.

Markson raises the spirit of their downed foe and the Party is able to learn that the blackhearts are communicating with the leader of the mage army with a contact in the sewers.

The party continues on to the shop containing the blackhearts hideout and Corrin is able to sneak down and scout using his hat of disguise. The party follows him down and dispatches of the foes they find, taking one prisoner.

The prisoner is convinced to talk though aggressive measures, and he tells them that Shade is the leader of the mage army, and that he is a dragon. He also warns them that there are gelatinous cubes, ogres, and shadar kai to be found in the sewers.

They also discover a mysterious letter from “H” expressing gratitude to the black

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Down and Out in Discordia - 11-4-09

Deep in the tombs of Behzin Lea, the party decides they must find replacement clerics to keep the cemetary and the tombs of the Nightengales secure. In addition, Markson wants to report back to Helm Levon in Iberia and check on the Moguls.

As the party attempts to leave, however, there path is blocked by a humanoid-shape statue composed of clay shards. The statue doesn’t move. The party surrounds it. Tahrathiel speaks to it in primordial tongue.

Nothing.

Even little love taps with swords result in no movement by the clay figure.

Markson steps around the being to take a look outside and the statue comes to life. It attacks Feign with black energy and knocked him down the stairs out of sight. Melee ensues.

Black energy pulsates from the creature. Building in force. The creature explodes.

Tahrathiel notices that Fein is unconscious. He touches him trying to wake him and is encompassed in black energy. Markson attempts healing magic on Tahrathiel and he brings the wrath of the dark energy on himself.

Feign wakes up still covered in dark energy. The party is shocked to hear a large rumbling sound from outside. Feign begins puking big balls of black ooze. Tahrathiel attacks a ball of ooze, and it tossed up the stairs by a radiant force and is badly injured.

Feign seems a little better now and tells the party about Discordia and how the party must go to this hellish plane to save Markson and himself. A portal with shadowy figures now appears in place of the clay figure. Fein speaks quickly…he is weakening again. “Discordia, very dangerous…nothing is as it seems…no more than six words in ten seconds. You will be sent a guide. He will…” Fein collapses. “Hurry”.

Party enters portal and arrives in Discordia. The land in some kind of hedge garden. In the bushes the find the remains of a vest with gold symbol nobody recognizes. The party is also not alone. A dark figure introduces himself as Blackie Udo, a wizard given the task of guiding the party through Discordia to the Citadel of Light—the only place of good in Discordia.

blackie

The Citadel of Light appears as a beacon on the horizon in all directions in Discordia.

There are three directions leading out of the garden each with a symbol. Blackie leads the party out of the garden in the direction of the symbol that looked like a hamburger.

A short way into the journey the party encounters a pit. Tahrathiel claims to see some movement in the pit, but the party continues on. Shortly after, Corrin starts seeing visions of masterly crafted short swords. The comeliness of such weapons has no pull over the strong-willed hobbit.

Finally, the party encounters three bound figures. One in the image of Corrin’s fiance Dahlia. Another in the image of Markson’s mentor Markus. And the last, the image of Draya’s slain brother Brazhel. Corrin goes to his love and embraced her. Everyone else in the party are greeted with the sight of Corrin hugging some demonic looking thing. Draya, in turn, touches her brother. Everyone else sees him as enormous cube of Jello. The sight of such things really bothers the party. Blackie indicates that there is no way they can bring these evil beings to the Citadel. It is decided they will leave these prisoners bound as they were found. Dahlia is screaming and crying about Corrin’s decision. And Markus will have nothing to do with this plan and disarms Markson (rather easily). After much soul searching (and really not being able to come up with any other plan), the party agrees to take the “prisoners” up to the gate of the Citadel, but not within.

Blackie leads the party on into what feels like an earthquake. Loud rumbling. Blackie assures the party that is must be the Brotherhood from the Citadel hurrying to their rescue. Blackie by now is proving to be quite the fool. The earth is torn apart, and the party is surrounded by a search party mounted on huge bulettes. They are seeking a party of five (with the ‘prisoners’ we are now eight). They ask if we had seen a party of five. Corrin begins to speak but has several hand place over his mouth before he can continue. Markson lies “we have not”. The bullettes continue on and the party follows slowly in their path.

Blackie begins to feel uncomfortable. And several in the party find there backpacks dripping black ooze. Three blacks ball of ooze similar to Fein’s puke are found. Markson reaches inside his ball of ooze, and finds what looks like a birdcage. Markson peers into a slot in the cage and sees that it is hold a mini-Beholder. And whatever is going on in this little bird cage is making Markson feel ‘real good.’

The party continues on an approaches a bridge-like structure over a river of muck. The bridge only spans half way across the river, but each bank has a large crank. The party splits in half, cranking one half across (you get the picture). The mechanism creates loud grinding noises. As the last half makes it across the noise gets worse, and all hell seems to break loose…and…a Colossus appear in the place of the bridge! He’s scrolled in glowing runes which basically tip the party to get a move on it quick.

colussus

Markson, Tahrathiel, and Blackie crest a hill on the other side of the river first. Blackie sees nothing but a pond, because he is an idiot. Markson sees lizard like humanoids wielding tridents. Unfortunately in relay this info he uses more than six words, and an ominous wind picks up.

Markson blesses the party and they descend to the pond where the lizard folk await. Many in the party hold back their actions to see what the lizard things do first. Blackie casts sleep on all four of them. All of them looked effected. The party attempt to run by, but only two of the lizards actually fall unconsciuos. Melee ensues. The lizard folk are dispatched quickly but the melee summoned a large salamander and a whole new set of lizard baddies. They most go for Corrin weak and unarmed fiance, all 3 Sahuagin land spear spots on her.

bad-corrin

Eventually they are slain too.

The party continues on. And they arrive near the Citadel…but there appears to be two of them! Blackie notices a bracelet on his wrist with Draconic script. Draya deciphers the figures, but it’s all jumbled. Markson breaks the code of the jumbled script. It’s a riddle. It is determined that the three balls of gooze are beneficial. The other to balls are explored. One has a divining rod. The other a sundial. But the party can’t figure out what to do with these items.

The party decides to head in the direction of the Citadel that requires passage through the Fields of the Stone Angels. Markson holds his mini-Beholder above his head as the party passed through the field.

As the party approaches the Citadel. More that six words are muttered again. A huge blue dragon glides down towards the adventurers.

Blue Dragon

In the other direction, three heroic men run through the air on stone magically appearing in front of them with each step. A dome appears over the party, and as the dragon penetrates the dome in shrinks to a more manageable size. The three men slay the dragon.

The three men escort the party to the Citadel, and welcome the ‘prisoners’ as well. The party is informed about Fein’s struggle leaving behind his dark, Discordian ways by an individual that looks exactly like Blackie. Following this explanation, the two Blackies are melded together by a ritual. The party and prisoners are offered the change to be teleported back to their “home” plane. Prisoners jump at the chance. Followed by the party, though Tahrathiel stays behind to study at the Citadel hoping to find some answers to his past.

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See That My Grave is Kept Clean - 10/24/09

We find our adventuring group and Warden Olvi awaiting the reinstating Shana. While waiting the said trial at the Harp and Thistle, our group is approached by Gloomy Thistle himself. He wants the group out of his inn because they want to bring that “crazy” one, Shana, back. He tells them that it is not only he who feels this way, but also an angry gnome mob that is waiting for them outside.

The group goes outside to see these little people who evidently have a lot to say such as “Don’t Bring the Bitch Back!!!” Markson then addresses the group and tells them that it is already done.

They hear an angry protester in the crowd shout “We’ll take care of Olvi.” Fein reacts as only Fein can and walks into the crowd. The group of gnomes part to expose a small gnome, by the name of Runnels, cowering as he see Fein approaching.

Fein and Runnels “share” a moment and discuss Runnels feelings about Warden Olvi.

intimidate

He thinks that Olvi needs to be replaced if she continues to bring back people like Shana.

Just to be sure Olvi is alright, Markson checks in on her. She tells him there is a lot of “strife” in town about Shana coming back and that she and the part she hired are all to blame. She feels it is best if the party leaves town and pays them their due—25g.

It is agreed that the party does not want to leave, but they do think they should “lay low” for awhile. It is decided that they will camp out in the woods on the edge of town. Olvi agrees to send Gerard to let them know when Shana has returned.

Our fearless five venture out into the woods and set up camp awaiting Gerard. Night comes and goes without anything out of the ordinary. About midday, the next day, Gerard comes to tell the party that Shana is ready to see them. They pack up and go see Shana.

Louie takes the party over to the Crazy Cat lady’s lair. As our party makes their way through Shana’s death maze of tricks, with no problems, they arrive at her door step to a closed door. Shana’s door has always been open every time they have ventured here to see her. Fein, being the fearless Dragonborn that he is, opens the door. He finds Shana safe inside. She is very grateful to the party for getting her reinstated.

Shana shows her gratitude to the members of the party by giving them gifts:

Corrin receives a duelish short sword Markson receives the Cape of Mountbac Fein receives Holy gauntlets, which he gives to Markson. Draya receives the Amulet of False Life Tarathiel receives a Bloodstone Spider

Shana then shows the party the teleportation device etched into her table. She is unsure as to where they will be teleported, but wishes them well. Before they depart they ask her not practice and preach about evolution. She tells them she will not.

Fein is the first to step onto the teleportation table. He disappears in front or the party’s eyes and lands on a spiral staircase which her precedes to roll down.

teleport

Next to be teleported is Markson. He vanishes and appears in shine deep water. He sees torches on the wall which is reminiscent of the Iberia sewer. He looks down the sewer and sees a body lying face down in pink tinged water, covered with rats. He approaches the dead body as rats scatter about. He rolls it over to see that is a human.

Corrin is teleported to shine high water as well about 50ft. ahead of Markson. He sees Markson and then looks down at his feet to see a dead dark-skinned human in the water.

Dray lands in water with a rather loud splash. Where she lands, she can see Markson and Corrin on either side of her. They are both looking down at the water. She walks over to each of them to see what is so interesting in the water and their feet and waist.

Meanwhile, Fein regains his composure and begins to ascend up the stairs. As he is walking up, he feels and hears a “thunderous” sound. At the same time, Markson, Draya, and Corrin feel the same thunderous sound as it shakes the water.

Fein reaches the top of the stairs and enters a dome chamber. The chamber has a large slab in the middle with what looks like a giant sleeping on it. The giant is garbed in blue/silver robes which are the markings of Leucid.

Fein, who is always looking to get into it, calls out to the sleeping giant. A ghost-like creature stands up on the other side of Fein and “shhhsh’s” him. The figure also tells Fein to leave. Fein refuses to leave.

The ghost-like figure floats over to Fein and asks him if he was one of the ones left behind. Fein asks the figure is name. He tells his name is Hel Lavon and he is one of the Nightengales who defends Leucid’s slumber.

shhhh

He also tells Fein that he is the only one who remains to protect the slumber. Fein asks if that is Leucid. Helm nods “yes.”

Markson, Corrin, and Dray continue to look for their Dragonborn compadre. They figure that the human closest to Markson was killed recently, a day or so ago. It’s limbs were chewed by something larger than the common rats that were enjoying him. The other corpse, the dark-skinned human that Corrin found, has been dead for about three or four days.

As Markson, Corrin, and Dray head upstream to look for Fein they encounter a group of Dire Rats. They easily defeat the filthy creatures as Markson shows some skills with his weapon.

Up in the chamber, Fein and Helm discuss how bad Iberia has become. Helm tells Fein that many of the Nightengales have had their power “dimmed” and lost their unlife. He tells him how men came through the sewers.

He also tells him of the Nightengale’s graves being desicrated (remember the number 369)

He tells of how things are happening like they did before when Maderia and Iberia were at odds. He sent forces to Dinelin to contact Vitruvious in Gamal so he could send help. But no help has come.

Helm was able to keep some of his power to protect Leucid’s slumber against a Mage army that came through Iberia. He tells Fein of the evil that is loose out in the streets of Iberia. It is no longer safe.

As Markson, Corrin, and Dray make their way through the sewer, they can’t help but notice that it is littered with dead humans. They finally find a ladder and send Corrin up to see what is going on at street-level. As Corrin lifts the cover to the street, he sees there is a heavy for covering most of the streets. But he manages to see many dead bodies on the ground and “something” seems to be feeding on the dead humans. Corrin climbs back down and tells Draya and Markson what he hass seen.

Our three brave adventures decide to make a run for the church across the street. They climb to the street-level and make their way to the church. They see the “things” Corrin had seen feeding on the dead bodies in the streets.

As they get closer to the church, they see the symbol of Leucid on the door glowing. Markson touches the symbol on the door and hears a voice that says “go up.” The three look up to see a blue glow coming from the top of the church dome.

Markson, Corrin, and Draya walk up the stairs to the dome. They are happy to see Fein, but wonder who he is talking to. The three of them look into the chamber and immediately bow to their God. Helm tells them how happy he is to see them.

He continues to tell Fein and the rest of the party about the slaying of the Nightengales and how their graves have been desicrated. He tells them that the graves need to be “cleansed”.

He also tells them that the graves can be found somewhere in Bezhin Lea. There is a cemetery there for the fallen. There is a cleric there who watches over the graves.

Helm also tells them that the bridge between Iberia and Maderia has been damaged in a defensive tactic. He, therefore, hands them a pair of boots to help them get across the damaged bridge.

Markson asks of other destruction to the lands. Moguls has taken a great amount of damage. Markson tells of his vision of Corrin’s village and that he was coming to warn the Nightengales of this. He thought they would be able to prevent this.

As our party readies themselves to make way to Basin Lea, Helm warns them that the streets are not safe. The “creatures” below are very devious and dangerous.

Our “fearless five” head out of the church and onto the streets. They notice the feasting creatures but just keep walking. Some of these creatures take notice of the party and begin making preparations for a feast and start following. Fuck…ghouls!

The ghouls attack, but are defeated quickly and our party moves on. The party continues on, they notice to the east that more ghouls are feeding on the dead. The party decides it is wiser just to continue with the task at hand and move forward towards Maderia and Basin Lea.

As the party reaches the gate of Iberia, they see no light in the guard tower. They continue on the bridge and come to a chasm about 20 feet across.

Fein puts on the boots given to them by Helm. In his first attempt to jump the chasm, he comes up a little short. Markson and Draya pull him back up to the edge of the bridge. In is second attempt, Fein makes it across.

Markson is the next to jump across and makes it with no problem. Corrin does a very sly little acrobatic tight rope walk across the chasm as Dray and Markson hold each end of the rope. Draya is the final one to jump the chasm, which she clears.

The party packs away their rope and continues down the bridge. Up ahead of them they see two guard-like figures standing with halbrids. The two guards are shouting “halt” to the approaching party.

Fein, of course, continues his limit testing and tries to pass through the two guards while Markson succeeds to disarm on of the guards. The other guard just looks on and lets the group pass.

The group passes through Maderia and then come across two guards who look their way. The two guards are talking lowly and then run off.

Corrin leads the party out of town, but not before Fein strikes up a conversation with a guard about Basin Lea. The party heads out of town in the direction of Basin Lea. In the distance, the party sees a dome structure and markers.

graveyard

As the party investigates, Corrin comes across the number “369” engraved into many of the markers in the cemetery. They also notice the numbers are engraved on the stone doors of the dome. There is no sign of the cleric who is to be guarding the dome.

As they walk around the graveyard, there is no presence of the Nightengales sensed. They find Helm’s grave behind the dome and it has not been harmed.

As they investigate the cemetery, they notice a small adobe like building. They open the doors and see scar marks, like a chair being dragged across it and blood on the floor. They figure the blood to be about three days old.

With nothing found in the graveyard, they decide to check out the dome. Draya pushes the large stone doors open and they see light coming from down the stairs. They head down the stairs and see a chamber with six fresh bodies hanging on a rope. Fein cuts one down and then the party hears thunderous footsteps coming towards the chamber from one of the halls leading off it.

A giant zombie enters the chamber, just as Draya notices a swarm of beetles scurrying down the walls. Another giant zombie enters from another hall. They party manages to kill the beetle swarm and start to work on the zombie twins.

Corrin, being the sly little fella that he is, knocks zombie one on his ass. Zombie two gets into it with Draya and she bloodies his ugly ass. As the party is conquering the zombies, an Oni enters the dome, and joins in on the battle, with the breath of the dead.

The party kills the zombie brothers and then concentrate on ridding themselves of the Oni. Draya immobilizes the Oni, but then he gets his revenge by knocking her back. The party then attacks and defeats the Oni.

The party goes in the direction the Oni came from and they see steps. They take the steps down and see wall slots full of bodies. The stairs curve around to a chamber containing crypts. The crypts are bloody and then Nalyd appears from behind one of the crypts. Nalyd smiles at the party and attacks, then he disappears.

Markson, Fein, and Dray feel an awesome “jolt” from behind them—a lightening bolt zaps them. The Nalyd reappears and the group attacks him. They finally reign him under control and Markson strips him out of his cloak and wipes the three bloody crypts with it.

Once wiped, the three crypts appear to have the symbol of Leucid on them. The party searches and finds the other Nightengale crypts and they cleanse them.

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