| I’ve Got Reach |
Aria traces the start of her adventuring career from her humble beginnings in Beregost, due south some distance from Baldur's Gate. A strangely blue-tinted female elf complete with equally strange arcane sigils upon her body, Aria’s natural abilities easily surpassed those of her human peers; she was stronger and faster, and learned complex material at an astounding rate. It was this thirst for knowledge that led her into adventuring.
Years later, on a different world, and many companions apart, Aria has taken to the service of Correllon Lorathian, god of elves, and honed her own arcane might into terrible destructive power. During the campaign, Aria and her various companions have faced a miniature Kryton, the drow and their god Lloth, and their greatest foe, Wardenkaan. Aria and her associates now wage a war against evil in Sterich. With the defeat of the Malgoth at hand, they are heralded as heroes as they continue to ramp-up for another show-down with Velikar and Asiroxus yet again: this time for good.
The make-up of the “Good” aligned party is as follows:
Aria (female elf) Wizard/Cleric/Mystic Theurge [14 total levels]
Considered the most powerful member of the party, Aria specializes in spells that deal fire damage, or specialty spells found in the Miniatures Handbook. She dislikes Rellic Shatterstone’s generous use of Negative Energy during combat, and Granite’s insatiable lust for combat.
Krellor (male human) Rouge/Ranger [13 total levels]
Touched by the Malgoth’s taint, Krellor is the consummate utilitarian. If it can be employed to some useful end, then he should use it. Krellor prefers the bow to fisticuffs, but never backs down from a fight.
Kazeem (male human) Fighter/Rouge [13 total levels]
Perhaps the most levelheaded of the party, Kaz is honorable and just. His most distinguishing characteristic is that he tends to shun magic be it arcane or divine. That said, were it not for magic, he’d be a 2nd Level Fighter today or just plain dead.
Rellic (dwarf male) Cleric [14 total levels]
A devout (if not zealous) preacher of Moradin, Rellic is steadfast; his grim resolve is unparalleled in the party. While he is willing to die for his virtues, usually his magic ensure that his opposition die first. He is Granite’s older (and more wiser) brother.
Granite (dwarf male) Fighter/Kensai [13 total levels]
Master of the pick, Granite’s best blows are massive indeed. He isn’t one for words, and his ability to fail saving throws are legendary. Granite has a way with words, in a bad way, but thinks nothing of fighting to the death, like his brother Rellic.
In the campaign Wardenkaan’s Wrath, the heroes are currently putting the finishing touches on the “Wrath of the Abyss” campaign arc. Not all went as planned: the heroes bargained with Velikar and Asiroxus after realizing their enemies superiority, and elected not to fight the vile drow cleric Derkoshan in the underdark electing to save him for later. The initial battle with Malgoth was a disaster; the heroes Plane Shifted to safety before their very lives were stolen from them via 9th Level Energy Drain rays. With a new lease on life and enough coinage to make Ebenezer Scrooge jealous, the party is finalizing plans for a confrontation with Velikar and Asiroxus.
| I’ve Got Reach |
The adventure picks up with a week of festivities and down-time for the party, culminating with an elaborate awards ceremony. The Marchioness bestowed various magical gifts upon these adventurers, and minor titles of nobility: Lady Aria, the Magnificent Sir Krellor, Sir Granite, and Baron Kazeem. She then charged the adventurers with the task of driving Velikar and Asiroxus from the Keep so that the PCs (specifically Baron Kazeem) may claim it for their own. Meanwhile, Rellic was busy managing the reconstruction of the House of Radiance, making new friends in a city where friends were few and far in-between.
On the sixth night of the stay in Istivin, a stranger from afar found the adventurers at their abode, seeking Rellic. The strange elven ranger inquired on the location of the dragon Asiroxus, hearing the PCs had faced the mighty dragon. She claimed to be a powerful dragon slayer (Critical Threat Dungeon #118), to the tune of about 40 kills thus far – and Asiroxus would be next. Krellor and Kazeem recommended that they join forces in this common goal, and she agreed. However, it would be a temporary alliance as she is not as soft as the PCs, who are “Soft like the padded beds they sleep on.”
As the party grew closer to gearing up for their trip to the Jotens for their rematch, Velikar was busy taking the time and effort to scry the party, gathering what information he could to protect his lair. In response to the not-so-subtle spying Velikar employed, the party sent a reply MESSAGE “We’re coming for you.”
That morning, Rellic and Aria combined magics to transport the party to Velikar’s Keep, where they were ambushed at the gates by Velikar’s first wave of lackeys – two Dire Tigers, two Ogre Mages (with levels) and four Trolls (with Ranger levels). The fight was fierce indeed, nearly sending Rellic and the Dragon Slayer to the grave were it not for the quick assistance from their companions. Aria, Kaz, and Granite fought like lions; suffering little more than minor cuts and bruises. As might be imagined, there were plenty of Rend attacks to go around for everyone. Rellic can attest to that.
Meanwhile, Lloth and Wardenkaan continue to monitor the progress of their scheme, which is coming together exactly as they planned.
| I’ve Got Reach |
Immediately following the ambush by the Trolls and Ogre Mages, a Titanic War-Forged and a dozen Death Guards stormed from the keep, hell-bent on sending the heroes to an early grave. PCs were flung like rag dolls as the War-Forged trampled friend and foe alike. While the Death Guards were handled over time by Baron Kaz, Aria and the Dragon Slayer, Granite, Krellor and Rellic held off the War-Forged as long as they could until the party could muster its forces to put it dfown for good.
Pulling back into the mountainous foothills of the Jotens, the party used arcane magic to hide from Velikar and tend to their wounds. Velikar, a ressurected Gleodites, and Asiroxes tracked down the heroes and prepared an ambush for the PCs when they return from their magical dimension. Fortunately for the heroes, they knew that BBEGs would be waiting, and prepared for battle.
Droping out of the magical portal, the PCs and BBEG exchanged verbal jabs before getting up close and personal.
Rellic "We have not come to kill you, Velikar, but to save you. Give up your misguided faith in a hateful god and atone - that is all we ask for."
Velikar "You ask for too much."
And thus began the fight; Asiroxus swiftly swooped down and delived a fatal blow to her would be Dragon Slayer (I guess 40 dragons is where she will top out at). The heroes quickly took momentum of the fight; Gleodites and Asiroxus slain, Velikar made a last ditch effort to escape and Plane Shifted to safety. In the aftermath, the heroes discovered that the Death Guards were in fact powered by animated dwarf bodies. While inspecting the Keep, the heroes found two important areas of interest.
1) A dwarf expert named Fixit, who had been forced to toil over a forge for Velikar. Fixit explains that he and his dwarven companions had lived in this mountain range for years until Velikar found and enslaved them.
2) A secret circular room - one that is apparently from a Rellic of the past. A message read that Rellic created the room to protect him from Wardenkaan's evil scrying abilites, and that Wardenkaan has the Amulet of the Ancient - a powerful artifact capable of time travel. Rellic tasked himself to seek out Argothas the Seer for information on how to use the Chapel of Time to go back in time and attain the Amulet before Velikar does. Also, the note claims that Granite, Rellics brother, is in fact an imposter of the real Granite; the real Granite is a prisoner of Velikar, and Rellic is directed to destroy him before the imposter can turn on him.
Is the note real? Is Granite truly and imposter and does Wardenkaan really have the Amulet of the Ancient? Or is this all an elaborate plan by Wardenkaan and Lloth to destroy the party from within and claim the Amulet for his own deviant purposes? Only time will tell...
| I’ve Got Reach |
The party surveyed the badly eroded Keep, reclaimed from Velikar on behalf of Sterich, and decided to return to Istivin to assess ongoing construction of the House of Radiance (destroyed by the Malgoth.) The adventurers planned to recruit some of the workers to continue their trade in the dangerous Joten Mountains, rebuilding the Keep, renamed Ozranye Keep. Ozranye lends its name from Kazeem’s liberator, a warrior of some renown from a far away land.
In Istivin, the adventurer’s dub themselves the Circle of Champions, a title that alludes to the Holy Alliance of Istivin: Corellon Larethian, Moradin, Heironeous, and Pelor. They hire an accountant of some skill to manage a labor force consisting of:
10 laborers
1 architect
1 foreman
4 guards
2 teamsters (only in Las Vegas!)
2 rogues (hired by Baron Kazeem for some unknown reason, named Jason and Rob)
The adventurer’s provide a substantial investment in this venture, which proved expensive given the going rates for hazardous (some say suicidal) duty pay in the giant-infested Joten range. The work force had left ahead of time when the adventurers learn that their work force could be threatened by a dragon of some power looking for an easy meal. By the time the adventurers reached their workforce, the civilians and guards alike were awash in fear, running for their lives. Two laborers had been slain already. As might be imagined, the PC’s were not at all happy about the dragon’s activities, and after some heated dialogue, a fight erupted. The dragon employed its Quickened Breath attack (acid) and followed up with many defensive spells fortifying its defenses. However, Kazeem and Granites might attack forced the dragon to the air to try snatch attacks, while Aria provided magical support to bolster the party’s defenses. Ultimately, the dragon succumbed to Relic’s devastating Destruction spell. The PC’s gathered their work force together, and made their way back to Ozranye Keep.
That night, Granite and Rellic slept in the entryway to the Keep to provide some amount of protection to the wide-open dungeon, while others staked their claims on other rooms. Granite was on watch while his brother Relic slept, or so Granite thought…
Granite moved over top of his brother, gripping his Magical Dire Pick with great vengeance, and lifted it over his head, ready for a coup-de-grace. At that very moment, Rellic opened his eyes and casted a spell that prevented Granite from following though on an attack (Heightened Sanctuary).
The message WAS true, Rellic had in fact left himself a message from another time, and his brother WAS an imposter. Unfortunately, Rellic had little magic left in him to carry on battle with his brother. By this time, the rest of the party heard the commotion, and was left to wonder who the real imposter was as Rellic retired to his sanctuary within the Keep. That night he prayed for guidance, for the next day would be a day of reckoning.
Emerging from his sanctuary the next morning, Rellic had prepared for battle with his imposter brother. What he didn’t prepare for was battle with Granite and Aria, arguably the most powerful of the group. Before battle, Granite had convinced Aria that Rellic was the imposter; Kazeem was not so sure however. Battle was to come and it came quickly; both Rellic and Granite disposed of the pleasantries. Rellic called upon the gods to grant him the ability to walk on air. Given that the ceiling is 20 feet high in the chamber, he had an advantage over his earthbound brother. Aria quickly countered the edge with a fly spell cast upon Granite. Next, Rellic cast Dictum, knowing that Granite was not as experienced (lower level) as he. This would slow him. (DM Note: Granite is a Kensai and by class requirements MUST be Lawful. As he is played, he sure doesn’t SEEM Lawful, so the spell had effect in error). In any case, Aria countered this effect with a Haste spell. Granite moved adjacent to Rellic and began a grapple, easily winning. In a tussle, Rellic eventually conceded victory and surrendered under the condition that they would not kill him. The party decided to take both Rellic and Granite to the Temple of Heronious where, under the Zone of Truth cast by a third party, neither would be able to lie. Rellic answered the questions honestly. Granite, on the other hand, was noticeably uncomfortable, and resorted to violence. Granite was slain in the temple, and disappeared entirely.
Upon returning to the Keep in their search for the real Granite, Granite was actually a stone statue formed to resemble Moradin. As Rellic entered his sanctuary, Granite erupted from the stone statue and embraced Rellic. The brothers were united at last. Now the party looks forward, to the past. They must claim the Amulet of the Ancients before Wardenkaan can wreck any more havoc.
As a player I learned two things where D&D is concerned:
1) In terms of PCs fighting PCs cross class, situations and circumstances mean the difference between life and death.
2) No matter who wins in a fight between two player’s characters, no one really wins.
| I’ve Got Reach |
With the air cooling in the evening sunset at the foothills of the Jotens, the work force assembled by the Circle of Champions began to wrap up work for the night. A watchman alerted Rellic of an approaching man, one that the friends were familiar with. The prospector Amos (b.k.a. Mad Amos) brought news of yet more giants massing in the mountains not far from the fort. The party decided that they would go and investigate the claims, with Amos leading the way. Rellic would stay behind and continue to direct the work at the Keep with Granite also staying to lend some support in the form of a strong back.
They headed into Jotens and into increasingly frigid cold due to high altitude. Fortunately the heroes were prepared, experienced and hearty enough to resist the elements. Not much later they were forced to make camp, sleeping under the stars with a small flickering fire for little warmth. Baron Kazeem, native to the jungles, was confounded to hear thunder where there were no clouds; seconds later, the party was engulfed in an avalanche. The party, smarting from the rude awakening, decided to move on and find better sleeping arrangements.
Some time later they found a cave – inhabited by a strange ice elemental (an Immoth). The Immoth tried to drive them off with magic, but the party would claim their cave one way or another. Cooler heads prevailed as the Immoth and the party struck an accord: they could stay if they would provide some amount of information about Istivin. Before falling asleep, the Immoth warned them that the giants they seek are attempting to unearth the Talisman of Ultimate Evil.
The next morning, Amos led the characters to a partially ruined stone passage worked into the side of a mountain. From this distance they could watch from a safe distance as frost giants carried rubble out of the cave diligently. They made their attack with cunning stealth and carried their battle all the way into the very chamber with the talisman and the would be “Jarl” attempting to claim it: a Frost Giant named Gungir (with 5 levels of Cleric) and his 6 frost giant lackeys. Kazeem and Amos’ swords started swinging, Krellor let the arrows loose and fire was thrown about wildly by Aria. Blood was to be let this day, by both sides. At the end of the battle, enemies friends both were down. The remaining conscious heroes helped their friends up, and now stand in front of the most powerful artifacts in all the realm. Any of them can wield its unstoppable power, but can any of them control it or even resist it?
We will find out!
| I’ve Got Reach |
Two days of solid work at Keep Ozranye was the order while the majority of the Circle of Champions was investigating Amos’ claims of more frost giants massing. Laborers, summoned earth elementals, Rellic and Granite all contributed to the clearing of the rubble from the Keep in preparation for structural restoration. The second morning brought a somber reminder of the danger of the Jotens as a laborer was found in the courtyard dead; he had apparently been scared to death (think Joker grin). But you know the adage: the show must go on.
Meanwhile, Kazeem, Aria, and Krellor had decided to leave the Talisman of Ultimate Evil where they found it, and collapsed the entire ruin in on itself. On their way back to the Keep, they were accosted by Velikar and a new frost giant, more powerful than any they have ever encountered. He went only by the name of Jarl, and Velikar deferred to him like a dog to its master. He quickly punished the heroes, allowing them to live to vacate “his” Keep.
Upon returning to the Keep later that day, the adventurers brought warning of a pending attack by Velikar and the frost giant Jarl. Kazeem decided that the commoners should be given a week off, and to move out as quickly as possible while the adventurers prepare for battle. Little seconds later the Jarl and Velikar appeared from behind the party and began their attack. This time, the Circle of Champions was more than a match for the two giants, who were felled, their bodies looted then burned.
That night, Granite was lured into the woods as he heard ghostly moans. In anticipation, he spun to face his enemy, a ghostly Beholder. The Beholder let loose with a variety of eye stalk rays that had little effect, but then it opened its central eye, nullifying Granites magical equipment. Granite decided not to remain in battle, returning to the Keep to report his findings.
Later the next day, the party in its entirety returned to Istivin to shop wares and liquidate assets. They learned from Algorthas the Sear that Baron Tuesele was amassing a group of mercenaries to take the Keep from Kazeem. But that did not worry the group, they would get a few rooms at the Inn and drink the night away. Or so they thought. Upon entering the bar, a group of seedy adventurers sized up the Circle of Champions. A few insults later, a full fledged fight broke out. A fight to the death that is, and one which took the party by surprise. One of their enemies employed a cohort Elder Fire Elemental, and another enemy was a prior party member who had turned sour and left the group only months ago: Rolland the archer, mercenary stalker of humans. The fight was a marathon, some party members were felled and risen, only to be felled again. When the ashes settled, the Circle of Champions were victorious. Turns out this adventuring group was also plotting to take the Keep by force. What with all the Keeps around the borders of Sterich inhabited by monsters, you’d think these greedy bandits would settle for one of those rather than facing 16th level heroes for some building that is little more than ruins!
That’s okay though, the Circle of Champions take on all “Johnny come latelys”!
| I’ve Got Reach |
And so the saga picks up in Istivin, where the Circle of Champions have taken the time to purchase some supplies, both mundane and adventurer related, in preparation of the trip back to Ozranye Keep for continued construction. In front of the House of Radiance, a mob of angry workers protested the substandard work conditions at Ozranye Keep. Of all the problems the party encountered, how would they resolve a full-blown labor strike?
Krellor asks Myk Tieson (a teamster on the payroll) to break up the strike “by any means necessary.” The mob demands to know why they were put at risk of injury or death knowingly, and why their pay does not compensate them for these risks. Krellor sooths the crowd (a very difficult Diplomacy check) with some fine rhetoric, and makes a proposal that the laborers can’t refuse: more money, less taxes. The two sides strike an accord, and a legal document (below) is drafted to protect the laborers and their families, and the Circle of Champions.
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For all WORKERS Who spend at least three months working to re-establish KEEP OZRANYE In Working order SHALL receive five acres of Land In perpetuity. If the WORKER loses his life during the construction period In the line of service, his designated HEIR SHALL receive their Grant. As a tax, each WORKER SHALL provide thirty-five percent of the Output to support his LORD in trade goods or liquid assets.
The LORD of the KEEP agrees to provide Laws, Courts, and reasonable Security. These benefits Will be provided from the LORD’s taxes.
LANDOWNERS can elect, in open forum, five members of the population to serve as a CITY COUNCIL. The LORD of the KEEP shall pay diligent attention to the Wants and Needs of the COUNCIL.
The LORD of the KEEP Reserves the Right to repossess any LAND Grant from said LANDOWNER who is found guilty of committing a Capital crime, OR does not contribute to the Well Being of the COMMUNITY.
**********************************************************************
So reads the first article of Keep Ozranye.
And as the characters are gearing up, a mysterious dwarf is seen trailing members of the party, wherever they go. Additionally, Krellor and Rellic notice a strange small gargoyle-like creature watching the party from afar. Finally, the adventures note various scrying attempts at random intervals. Apparently the Circle of Champions are noteworthy individuals.
This is obviously the case, as Aria meets an elven archer named Darver the Bold, hailing from a region far from Sterich. He heard of the exploits of Aria, and seeked her out as a cohort. To this end, he will serve her – that is his calling.
The party arrives at the Keep expecting to begin construction. Instead, they got battle. With all the moaning going on at night (recall the ghost beholder from a week ago), Rellic called upon his god to make him tireless – with no need to sleep or rest, Rellic patrols tent city, set up by laborers and their families as an interim shelters until permanent buildings are erected. Krellor, also on watch, comes to Rellics aid, as advanced undead and a strange rouge staged an ambush. Although no one was hurt, it set the stage for an all-out assault on the Keep the next day. Score of undead attacked head-on with little warning – controlled by mysterious evil outsiders who appeared to be content to simply gauge the party’s abilities. But this evil army posed little real risk, they crumbled under the heavy blows of Granite’s axe and Kaz’s blade. The commanders fled and the last of the undead was smited.
By now, three members of the Circle of Champions have now been hit by a mystery weapon that leaves an indelible arcane mark on an individual – two dot squiggly lines. The adventurers worry about this mark, so potent it cannot be removed by even a priest of great power.
Just then, three dwarves from a dwarven stronghold in Crystalmist Mountains show up (nice timing). They report that a dark Keep in the mountains, surrounded by a 150 foot moat continually emits evil forces, and that they have been at war with this Keep for over 100 years. It is protected by strange magics that prevent those from entering from leaving. The dwarves promise to stay and defend Keep Ozranye if the party travels to Crystalmist to defeat the evil forces at work.
As the Circle of Champions prepare for their next epic adventure, Rellic swears he heard Aria (cleric of Correllon Lorathian) praying to Moradin for guidance Is this evil Keep the source of the strange symbols? Will Granite fumble again this week?
| I’ve Got Reach |
The Circle of Champions (CoC) departs for Sonnlinar Citadel, a reportedly grand dwarven stronghold in the Crystalmist via Wind Walk, complements of Rellic – fly the friendly skies. But the entrance to the Citadel is not accessible by air, nor sea. In fact, Lochok guided Rellic and his companions to the base of a non-descript cliff-side somewhere in the Crydtalmist range, far from the Citadel. With Lochok’s password and the wave of his hand, a stone portal appears where there was none, sliding to the side to expose a deep tunnel. “This passage will take us safely to Sonnlinar Citadel. It’s very nature prevents the passage of evil. This entrance has not been penetrated by the Lich King.” Lochok explains. The passageway is dimly lit with a magical glow, the floor is worked to a tile effect, and the walls are uncut, leaving the natural appearance of earth.
“Great grande staircases of stone, these are large buildings!” Rellic says in amazement as the CoC emerge from the tunnel into Sonnlinar Citadel and all of its marbled fortress glory. The Citadel is an engineering marvel, one that would require the greatest engineers, masons, and centuries of blood, sweat and tears. They say the dwarven gods had a hand in its construction, and it may very well be the most important dwarven stronghold on the material plane of existence. Crystal-tipped spires jut sharply from the ground, and grand marble halls are worked to meticulous fashion, hard enough to withstand siege weaponry, yet smooth as elven silk.
Lochok explains that the CoC must first see the council to gain audience to the King. Lochok asks the party to do their best to conform, casting opinions of doubt upon the humans Krellor and Kazeem. Lochok explains that economy and social structure are very much linked at the Citadel; labor production determines social and financial standings. He invites the CoC to sleep at his own dwelling, a high-rise condominium with impressive square footage and amenities.
The CoC decide to spend a good portion of the night at the tavern where one could partake in food and spirits. It is here that Krellor decides hw will try his meddle against the famed dwarven drink called Garnet Wine. Most dwarves are taken back by this, most assuming a human was not up to the challenge of a hard dwarven ale. Krellor is up to the challenge, and was about to teach these dwarves a lesson or two in drinking. Virtually everyone in attendance took wagers on just about every possible prop available; will he drink with eyes open or closed, will he die of alcohol poisoning, will he need a breath after the first gulp, etc. Most bets where based on whether Krellor would pass out or not. About halfway through the drink, Krellow was looking strong (rolled 19), but then it hit him, quick and silent, like an assassin in the night. Krellor’s vision blurred and then went black (rolled 1). Killer hangover, folks. Krellor might have earned some respect from the dwarves by taking up the challenge.
The next day, after being sized for upgrades to armor and cold-weather gear, the CoC meets the Council. The Council share a unifying opinion that the CoC have no chance of penetrating the evil fortress, lead by the Lich King Grayson Everhan. The Council report that they know he had targeted the party with his undead, but are unsure why. The only difference now is that the gates are open and have remained open, where more and more evil spill forth from. Perhaps this is some sort of sign (it’s a sign to leave!).
The CoC then see the 5 high priests of Sonnlinar: Murdok, Ragnarok, Asagal, Rockenheim, and Baldreck. Nearly all of them are Epic (as in Epic level). If they can’t stop the evil forces, what hope does CoC have? The priests inform the Circle of Champions that the undead appear from Ozranye Keep, that there may be something of interest that the Lich King wants, if not the Keep itself. Is the Keep a crossroads of sorts for evil? Is the Lich King after the Talisman of Ultimate Evil?
The party re-equips its gear, and heads back to Keep Ozranye with haste. From a distance, they already see a pitched battle in the bailey, which has been affectionately renamed “Confrontation Park*” The dwarves are up against dozens of advanced skeletons, three Bone Claws, and a nasty Doom Bringer. Krellor lets loose his magic arrows “Eat this boneheads!” It doesn’t take long for Rellic to marshal his supremacy of undead; within seconds his divine power destroys entire lots of them, allowing the dwarven defenders and Krellor to mop up the stragglers.
In a surprising twist, the dwarven defenders tell Krellor and Rellic that they were minding their guard duties, when they turned to find the undead forces emerge from WITHIN Keep Ozranye!
* Hearkens back to our Marvel Superhero days and the hero group Liberty Force.
| I’ve Got Reach |
With the undead threat quelled, Kaz suggests that everyone check the local people to see if they had been wounded and such, before heading into Keep Ozranye to look for a portal of sorts. With everyone checking out ok, the Circle of Champions head in, searching along the way.
Granite found a dusty button on the floor. Suspecting the worst, he calls Kazeem over to inspect it “Kaz, come here and dust this off.” Kaz dusts it off and says “Look at this, a gold coin.” He quickly pockets it and walks off. Aria asks Granite sarcastically ”Aren’t you gonna fight him over a gold coin?” Granite says matter of fact “No. But if it were a platinum piece, I’d have killed him for it.” So on the search goes, looking for a mysterious portal that a lich king sends his evil agents through when the Circle of Champions find a pair of stragglers hiding out in the Keep. One of them carrying a strange bow, is wounded. In limited conversation (the mysterious people are guarded with their words) Rellic attempts to heal the wounded, but his wounds seem resistant to his magic. The bow tells Aria telepathically that he has been stricken with some strange curse, and that to be lifted, the Lich must die. The CoC inform the two men that is indeed their future plans: to slay the undead lich.
The mysterious men tell the CoC that they were employed to hunt the lich by the Dwarves of Crystalmist. Upon entering his fortress, however, they were outnumbered and overpowered. They barely escaped with their lives by jumping through a mirror that appeared to be a window to another location. A portal of sorts. That is how they came to be in the Keep. Further, they say they appeared from the Keep’s pool. The Circle of Champions made haste for the pool, eager to do battle. They reasoned that if monsters can leave, they should be able to enter. The pool took on a metallic look as the party waited. Sure enough, evil creatures could be seen emerging from the pool, so the CoC took this moment to jump in.
The CoC appear in a large stone room, with an audible alarm sounding. Inside are two columns of stone pillars that line the center of the room, and a pair of double doors on the opposite wall. As the doors were swung open, the CoC were attacked without prejudice by an assortment of undead and evil mercenaries. Everything seemed to be going well until the lich and his sidekick appeared by the party and surprised them with fireballs and lightning bolts. Two massive damage rolls later, Rellic was down for the count. There was little hope at this point, so the lich tells the party to take their fallen, leave and never return. “And leave the keys their Keep on the porch because it is going to be the center for his bid to dominate oerth!”
The party returned, beaten and battered wondering what to do next. The Keep is obviously bad luck and nothing but bad things have been happening. “Just like Grant Hill.” Aria adds. How do you stop an epic level lich? Turns out the Bow is the key; it is an intelligent artifact dedicated to lich’s destruction, but who can use it?
“Bow Knows.”
| I’ve Got Reach |
Upon returning from BBEG’s fortress, the Circle of Champions (CoC) use their Crystal Communications Globe to contact the Five Elders (the epic level dwarven clerics) from Crystalmist to provide an update. The Five Elders recommend building a weapon to help the PCs slay their enemy. After a long and painful debate, the party agrees to task the elves with building a modified Oathbow. Apparently the Five Elders would arrange to have it built and delivered, freeing the party from travel. Additionally, the Five Elders inform the CoC that they have three days to prepare for an impeding attack at Keep Ozranye.
So in this time, Aria researches the undead and evil minions of the Lich King, searching for weaknesses. Rellic calls upon Moradin’s will to build a solid stone war-chariot, and Krellor builds pit-traps in Confrontation Park to slow enemy ground forces. Granite and Kaz does a lot of digging.
With the four days up, and a stone war-chariot later (dubbed Champions Chariot), the evil forces emerge from the mouth of Keep Ozranye. Same type of evil guys as before:
• mercenary human warriors (two dozen)
• bugbears (one dozen)
• skeletons (two dozen)
• ghouls (one dozen)
• Death Bringers (3)
• Death Giants (2)
• Cadaver Collectors (1)
• Bone Claws (6)
• Astral Stalkers (2)
• Last but not least, a CR18 Demon (the type escapes me at this time, but it doesn’t matter, it died the quickest death)
The battle raged; negative energy, hulk-like slam attacks, old-fashioned fist-fighting, and enough acid to strip the paint off of a freight train were employed – and that was just the good guys! But again, at the end of the battle as the cowardly evil minions ran in defeat, the Circle of Champions stood victorious.
| I’ve Got Reach |
...the evil forces emerge from the mouth of Keep Ozranye. Same type of evil guys as before:
• mercenary human warriors (two dozen)
• bugbears (one dozen)
• skeletons (two dozen)
• ghouls (one dozen)
• Death Bringers (3)
• Death Giants (2)
• Cadaver Collectors (1)
• Bone Claws (6)
• Astral Stalkers (2)
• Last but not least, a CR18 Demon (the type escapes me at this time, but it doesn’t matter, it died the quickest death)...
Fought these villains again (with very little variation) over an Oathbow in a forest inhabited by elves. The villains won the fight, and the PC's retreated.
| I’ve Got Reach |
...Fought these villains again (with very little variation) over an Oathbow in a forest inhabited by elves. The villains won the fight, and the PC's retreated.
Fought these villains again, this time for no apparent reason other than they wanted to fight. This time, dwarves and elves from the surrounding area joined in the battle as it raged around the Keep.
Do you feel my pain yet? When does the adventure path start?
| I’ve Got Reach |
The End of Time
The heroes have holed up in the Chapel of Victory (Heironeous) for the night while the city of Istivin lay under siege. Rellic’s time is taken consulting with what clergy remain and praying for divine guidance, while the other members of the party either parlayed with the refugees or turned the church upside down looking for anything that might help them for their ongoing war against the forces of darkness. Fortunately for the Circle of Champions, the Chapel had plenty of potions of Heroism to include even a few Greater Heroism and Cure potions. The party divvied up the loot, but made it clear that if any person had anything they could part with that would be useful, now is the time. Almost on queue, someone hailed at the heavy oak front doors. This stranger identified himself as a friend of Algorthas, and by extension a friend of all. Encased in a dark cloak, the professional thief announces that he is looking for the Circle of Champions in the name of Algorthas. Under the most secretive of terms, Algorthas would have an audience at his temporary hideout in the slums next to the Effluvium as soon as possible.
In the morning, the Circle of Champions take to the streets to meet Algorthas unmolested, with the notable exception of a troop of Drowned undead who proved a match considering their “CR 9” status. The PCs are motioned into a shack by a guard disguised as homeless where they see Algorthas, three other skilled warriors serving as personable bodyguards of the sage, and other dignitaries. Algorthas has pieced together what he believes is the real motivation for the forces of evil and the commanding Lich King, and uses this time to fill in the Champions, for they may be the last hope for all of the prime material plane.
In the next half-hour, Algorthas explains that the Lich King is not after Keep Ozranye, Istivin, or even the dwarven citadel in Crystalmist Mountains; he is after the power inherent to the Chapel of Time. For those that wield supreme magical power, the Chapel of Time could become a weapon of unstoppable power. That said, the Chapel of Time can only be accessed by a unique device called the Key of Chronepsis – a device with the sole purpose of granting access to the various time-aligned chapels throughout the realm. Only one other individual has been known to solve the secrets to the Chapel of Time: a powerful archmage named Wardenkaan. The writings of history fail to document the events that took place when Wardenkaan declared all of time his to command, but ancient scripture allude that the chapel was once used to destroy an entire civilization – instantly and without repercussion. Sadly, Algorthas predicts that not only has the Lich King found the Key of Chronepsis, but he likely has already gained access to the Chapel of Time. Its only a “matter of time” before the Lich King learns the secrets of the chapel, and uses its supreme power to wipe out all of Greyhawk. Although Algorthas could not offer ideas of how to get in to the chapel, it is clear that the Circle of Champions are Greyhawk’s only hope to intercede and prevent the cataclysm from happening.
The heroes make haste for the Chapel of Time, passing through scores of undead and unsavory mercenary criminals in league with the evil forces unmolested. Some of the undead even make small talk as the Champions pass through their ranks. For the forces of evil, victory seems all but assured in Istivin. When the heroes reach the chapel, they see an entire legion of undead camped upon a hill. Tents, battlecrests, and smoke billow as the horde prepares for battle with the heroes. It’s the usual suspects: Death Giants, Death Bringers, Ghouls, skeletons and a smidgen of demons too. The PCs prepare themselves for what they think is going to be the final battle of their lives as the undead ride down upon them, when at the last second, a blinding rift opens behind them. And from this heavenly maw pours angels and divas with only one purpose: destroy anything with “evil” at the end of its alignment descriptor. The General of the force, a Solar Angel, tells the Circle of Champions that they were sent to provide the heroes time to access the chapel. It is at this time, while the sun is at its zenith, that Rellic declares “It would take a Miracle to grant us access to the Chapel of Time!” And with that, a ray of holy light illuminates the chapel from the sky. A translucent pair of doors open where the real pair of doors remain shut. “Have faith and follow the path that Moradin has laid for us,” Rellic requests of his companions. To all others watching, the Circle of Champions simply vanish as the walk into the closes oak doors.
The interior of the Chapel of Time appears unremarkable…initially. Wooden floors, high vaulted ceilings, an altar, and an inlaid marble relief of the face of a clock on the floor. Only one other passage beyond to continue traveling. Baron Kazeem makes an offering of gold to the symbol and is blessed. As the heroes pass through the open passageway, they find themselves walking down a long hallway where many wall-hung pictures, some animated (think Harry Potter) and some not, depict events of all people in all worlds of the prime material plane. In passing the heroes even see some of their most notable moments:
Krellor: Krellor is possessed by the Malgoth and successfully dances with an owlbear.
Aria: A 1st Level Aria is being chased by Jason at Crystal Lake.
Kazeem: Kaz is seen dropping his armor while sinking in a body of water in a desperate struggle for life.
Rellic: Rellic is seen calling upon Moradin to summon a hammer created from the very earth itself.
Granite: Didn’t have any memorable moments.
In addition to these moments, the viewers are treated to other famous moments such as the famed Dungeons & Dragons rollercoaster ride going awry, the forging of the Fellowship of the Ring, etc.
Within the halls of the Chapel of Time, the Circle of Champions do battle with an advanced Devourer, loyal to the Lich King in a cosmic room of falling stars, open space, and gargantuan hourglasses. The heroes terminate it in quick order, and proceed on to encounter an indifferent Glabrezu demon named Senketeth. Again, the heroes decide that the blade is more efficient than diplomacy, so Senketeth died a quick but agonizing death in a room where walls were built of over-sized grandfather clocks.
Finally, the Circle of Champions meet the Lich King face to face in a room unremarkable save on small desk clock. It turns out that the King is actually a Queen; the Githyanki Lich Queen of the Damned (Dungeon #100)! The Queen informs the heroes that they are too late, for her victory is assured; she has seen it in the windows of time. Undaunted, the heroes attack. On her first round, every PC takes about 75 points of damage (horrid wilting) and is forced to make a massive damage saving throw. Taking damage like this is not going to get the Champions to the victory column, so Aria transforms into a Troll of sorts and grapples the Lich Queen. Kazeem and Granite attempt to pound through her Damage Reduction, while Rellic casts Mass Heal. Krellor fires his arrow of greater slaying (Lich) ad the arrow finds its target. The Lich Queen laughs “Is that all you got you annoying Gibberling bastard?!” and rolls a ‘2’ for her saving throw. Doh! What the hell is wrong with her saving throws?! Oh well, gotta give the players a break once in a while I guess.
Light shines through the arrow hole and the light quickly spreads to other parts of her body. As the heroes recoil from the blinding light, the dying Lich declares “The none shall have it!” and destroys the Key of Chronepsis that is hung around her neck. In a brilliant blast, the heroes are sent tumbling through an unknown time-space.
Three years later, a rebuilt and revitalized Istivin is celebrating the Festival of Champions; a time of joyous reflection and hope for future generations. The beginning and the end of the celebration are marked with accounts of honor and heroism at the copper statues in the likeness of the Circle of Champions. No one has seen the Champions since the Chapel of Time simply vanished along with the evil hordes, yet no one has forgotten.
Is this the end of the Circle of Champions, or merely another beginning?
And now, Age of the Worms!