Something Rotten in the Kingdom of Nyrond


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Adventure Path Charter Subscriber

Allrighty, the loot breaks down as follows (including being snookered by unscrupulous merchants following poor Appraisal skill checks ;-)
**gems - 8750 gp
**rugs and tapestries - 3300 gp
**miscellaneous accoutrements (gold bindings on books, gilded candelabra, fine wooden casket, etc.) - 825 gp

Grand total = 12,875 gp

That ought to set a few people's minds at ease regarding training costs and equipping of characters ;-) ;-)

Cheers,
Colin


Thanks for the amount, I guess we will just divide that by 3 and then use the money for training and the purchasing of items, magic and otherwise.

ig: Remember you always hear rumors of people doing different things.


Adventure Path Charter Subscriber
Runfer wrote:

Thanks for the amount, I guess we will just divide that by 3 and then use the money for training and the purchasing of items, magic and otherwise.

ig: Remember you always hear rumors of people doing different things.

Does this mean that Thorn and/or Jee'na is poking around whilst in Callistor looking into rumours and such? Such as who the woman in the abandoned church is? Because I certainly have four or five rumours that I can throw at you with little dangling hooks on the end... ;-) ;-)

Cheers,
Colin


Let's make it 4000 each with the other 875 into the kitty, okay?

I've heard rumors during my time in Callistor - something is going on. I'm going to gather information while I am here from a variety of sources. I hope to know more soon.

I'm training to become a better fighter. If we're going to have to go back into that hole to fight that demon, I plan to be ready.

And I'm bringing Sampsa with me - he'll be an asset to our party.


13garth13 wrote:
Runfer wrote:

Thanks for the amount, I guess we will just divide that by 3 and then use the money for training and the purchasing of items, magic and otherwise.

ig: Remember you always hear rumors of people doing different things.

Does this mean that Thorn and/or Jee'na is poking around whilst in Callistor looking into rumours and such? Such as who the woman in the abandoned church is? Because I certainly have four or five rumours that I can throw at you with little dangling hooks on the end... ;-) ;-)

Cheers,
Colin

More like I am just trying to find a good way to introduce my new character without Thorn just stumbling into her...


Adventure Path Charter Subscriber

Understood :)

I have to cover someone's exam in my department, so I won't be able to post such things as quickly as I would like, but sometime this afternoon there will certainly be a list of events/rumours/hints of shadowy goings-on including things that are absolutely true, completely full of bunk, and containing a mixture of both fact and fantasy. :)

Cheers,
Colin


Adventure Path Charter Subscriber

The withered old crone gazes up at you from the muddy street corner where she begs for coppers.
“They say that the old coot who runs the curio shop is a warlock in alliance with the forces of the Abyss….I’m sure that the League of Valorous Blindness will set him straight just like they did with them library folk….sages my festering boils! Warlocks and demon summoners the lot!!”
“Why else would there still be lights moving around there late at night and them queer folk with the dark hoods sneaking in and out of there when good common folk should be slumbering?!”

* * *

The fish seller whom Jee’na uses as her contact with the underworld of Callistor (such as it exists…) casts his one good eye towards the wharf as he clears his throat, spits out a blood riddled gobbet of phlegm and whispers conspiratorially, “A couple of things have come up since we last spoke….There’s been some murders in the Shanty Town…well, more than usual, and some people say that the poor wretches haven’t just been kilt, they’ve been sodding well flayed.”

“And for the other item of possible interest, I figure since you’ve got that half-orc following you around like a bad smell, you might be interested in what one of his breed-mates has to say….that piggy-feller what sells the rats says that some of the rat catchers have been going missing and that the city council won’t do anything about it….he might be ever so grateful. Of course, the only thing a pig-feller like that might be able to repay you with will be rat skewers and a bad case of lice from even being near him, but that’s your decision.”

* * *

From the grizzled veteran in the less-than spit-polished armour, outside the gallows square, shouting as he reads his proclamation from an unfurled parchment.

'Join the King’s mighty army as we march against the evil villainy of the forsaken kingdom of Almor! Solid wages, good firm steel in your hands, and a job to be proud of! Enlist now, and see the righteous might of our good kingdom crush the scum of the east beneath our holy, just boots!'

* * *

The saddened orphans that dwell within the manse still mourn the loss of the knight who used to train them, the priest who healed their scrapes and bruises, and the monk who would watch them while they played and help them meditate their nightmares away. But as Thorn helps them through these trying times, they some things they have overheard in their time at the orphanage, and shared together on the wagon towards Aylesbury.

They say that there have been those who have disappeared from the orphanage who the staff had to organize hunts for….runaways who the older kids back at the orphanage, the ones with the dead, sunken eyes, say have fled to a safe house in Aylesbury, under the care of a kindly old bear that watches out for children in the swamp, possessed as he is by the spirit of an old druid.

* * *

The fellow with the blackened eye and the kerchief clenched against his nose trying to stop the flow of blood staggers and reels through the street….'Bloody, sodding, felching tax men….the baron’s thugs are drunk with power…what sense to squeeze blood from stones to feed a war with Almor against devils and demons that we can’t win?! Bloody, sodding, felching tax men…'

* * *

Miscellaneous words on the street, from the drunks in the mud, the common men in the taverns, and the merchants behind their stalls... ....

“There are fewer and fewer hides and herbs coming in from the swampers….probably because of those blasted, in-bred lizard-folk that have been popping up lately. Uncivilized brutes…we should wipe them outta the swamp like the bloody nuisance that they are.”

“Old Man Foster, the tailor who darns and mends torn goods and clothing down at the market on Bazaar days, has been looking pale lately, and only comes out at night….some people say you can hear squeaking like bats or rats coming from his home late at night (you know, the one on Fleshmarket Way)….maybe he’s an undead…..by the Nine Hells, he might even be the one killing all them travelers in the Shanty Town, and that would explain why they’ve been drained of blood!”

“The militia has had problems getting messages and supplies to and from the outpost in the Reeks, far across the Gnatmarsh. Perhaps they could use an armed escort…I’m sure the city council would be pleased with any offer that could be made.”

That's it for me (remember, there is adventuring life to be had after fungus ;-) ;-)

Cheers,
Colin


As some are purchasing potions for healing, at the church of Pelor, you see a lady praying at the altar. She appears distraught. You hear her prayers to Pelor.

"Pelor grant me the wisdom to seek out those who should not be a part of the realm. I which to serve you as you grant me powers to rid this world of outsiders from the abyss and creations that need to lie down. Help guide my hands to heal those who which to aid me in conquering the creatures from other worlds who wish to conquer these lands.

"Guide me as I search for the void in my memory of people who I believe I loved dearly but were taken from me in my youth."

She finishes up and starts to leave the temple for her room to mediate...


The young Penelo sees the group and askes, what brings you to the temple?

Thorn steps and and replies, "We are here to replish our diminished supplies of potions what we lost during a battle with a vile creature from the outter planes."

Penelo responds, "If you are in need of help I offer you my services. I wish to see all outsiders from the Aybss returned to the vile plane. I can offer you healing and back up."

And so continues the journey of young Lady Penelo Lockhart, a cleric of Pelor. She has found a void in her memory that can only be her family who were killed by demons from the Abyss. She has made it her mission under the guiding light of Pelor to rid this world of all demons from the Abyss.

Penelo will spend the time working and scribing scrolls to help with the up coming battle. Thorn was trained himself up to 5th level.


Adventure Path Charter Subscriber

So, with the addition of the priestess of Pelor, and the rough and crude barbarian half-orc, three are now five. And as for the sixth, travelling from the Free City of Greyhawk on the shores of the Selitan river...time will tell what can be revealed about this mysterious figure.

Cheers,
Colin

Sovereign Court

Iellios thought back to his childhood in the Sea of Dust. His tribe was banished from the oasis and forced into the harsh desert. They had wandered for many cycles of Luna before they came upon a large entrance to an underground cave system. It was there that the tribe met...Karyshalikis. She was the most beautiful thing that Iellios had ever seen. Her long, serpentine body was like the desert cats that his tribe hunted. Her knowledge was varied and vast. She had taken the tribe in and helped them-they, in turn, provided loyal guardians of her lair. And her clutch...
But that was before the family of blues had found Karys and killed her and all that Iellios held dear. He had escaped because he was hunting, but no one else from his tribe had.
He left for Greyhawk and the world outside of the desert, but vowed that he would find that family of blues and exact a vengeance that would be spoken of by even the gods...


Here's what I've learned about Sam after talking with him...

He was taken from an orphanage and made into a slave. They called him "Sampsa the Unwilling" and beat him when he defied them. He eventually slew two of the slavers and escaped.

He's been part of at least one other party. Unfortunately, his party was slain after he was knocked unconscious. He's just been wandering since then.

He likes to show off his strength, but maybe that's just to me. He also showed me his scars - sexy, if you ask me.

He can't read or write (and doesn't even speak too well), but he knows one letter, and he knows it in three of the four languages I speak: he knows the letter S. Apparently, someone - the slavers or party or the other orphans for all I know - taught him that was his name. Then they told him that anything with an S-glyph on it was mocking him and should be destroyed. I guess they had fun with that, putting S's on various things and making him attack. He never understood why rocks and lizards would mock him, but he did what he had to do. Needless to say, I think, he has a very violent reaction to snakes and the like.

He does not like to be teased or humiliated!


Is there anyone in our party that has not been orphaned or sold as slaves. We have the barbarian, soulknife, cleric, and duskblade. Anyone else experience an unhappy childhood in the group. :)


I don't think Aerie had a bad childhood. I never heard Tas or Neilandy mentions such a thing either. Or Thorakk or Tar or Ina'ceer.

Perhaps suffering as children is what makes us the bloodthirsty servants of justice we are today.


OOG: That topic would make an interesting article for one of the gaming magazines. Does anyone know if it's already been researched and written? Why DO so many adventurers have stories of terrible childhoods?


Adventure Path Charter Subscriber
JopoRyk wrote:
OOG: That topic would make an interesting article for one of the gaming magazines. Does anyone know if it's already been researched and written? Why DO so many adventurers have stories of terrible childhoods?

What else in the name of sanity could compel someone to venture into certain danger and impending doom on a weekly basis just for some treasure? The spirit of exploration and adventure?! Bah....the real answer is deep-seated psychological trauma inflicted in child-hood.

You see, when you descend into a dark, damp tunnel it represents.....uh....well.....perhaps I'll move on....you see, a purple worm is a symbol of...hmmmm.....well.....geez.....

What was the question again? ;-) ;-)

Cheers,
Colin

Sovereign Court

Akarthis begins to scribe some scrolls and then realizes he has only 2 gp...what's the situation on the party fund?


Morpheus wrote:
Akarthis begins to scribe some scrolls and then realizes he has only 2 gp...what's the situation on the party fund?

We have about 2800 gp in the treasury at this moment.

Thorn watching you collect cans for recycling approaches, "Arkathis, I saw bravery in you. I wish to offer you 2000 to help you prepare for the up coming battle." (Provided he has the money, I don't have the character sheet with me, but I belive he is ok).


Jee-Na wrote:

I don't think Aerie had a bad childhood. I never heard Tas or Neilandy mentions such a thing either. Or Thorakk or Tar or Ina'ceer.

Perhaps suffering as children is what makes us the bloodthirsty servants of justice we are today.

Tas had a good childhood, as did Genrich (remember him), Ina'ceer was not orphaned nor sold into slavery, she had few friends growing up as she discovered her inante Psionic abilities, children in her town were naturally scared of her.

Sovereign Court

Runfer wrote:


"Arkathis, I saw bravery in you. I wish to offer you 2000 to help you prepare for the up coming battle."

"Thank you."

Sovereign Court

Akarthis scribes the following scrolls: Fireball (x2), Fly (x2), Flaming Sphere (extended) (x2), Magic Missle (x6) and Scorching Ray (x3) for a grand total of 1875 gp and 150 xp.


SSSSSSSSsssssssssSsssssssssSSS hiuaevui688O qpliPPJ9QW38989YCjkl8


Adventure Path Charter Subscriber
Sampsa Delorfejo wrote:
SSSSSSSSsssssssssSsssssssssSSS hiuaevui688O qpliPPJ9QW38989YCjkl8

Regrettably, this may very well have to serve as the epitaph for the recently inducted, and very recently deceased half-orc barbarian, Sampsa Delorfejo....

His presence with the Company of the Dragon (name subject to change, offer only valid at participating retailers) was brief, yet memorable.

His battle cry of "Mooooo!" while enchanted with Bull's Strength as he attempted to do battle with the abominable Aspect of Zuggtmoy, shall not be soon forgotten.

Update to follow sometime before our next session.

Cheers,
Colin


Sam will surely be missed. Though we hardly knew ye, your sacrfice will not go to shame.

Lady Penelo, and Thorn.


Adventure Path Charter Subscriber

Goodmonth 15th, Common Year 590

Three weeks after the tragic events in the mines, the characters have steeled their nerves, mourned their dead, trained and prepared for combat and spell craft, and welcomed into their arms (albeit with some suspicion) Sampsa, the grunting half-orc, Lady Penelo, the priestess of Pelor, and Iellios, the mysterious dragon-shaman from the deserts far to the north west (the Dry Steppes).

Having been blessed at the shrine of Beory by the ghostly revenant of the old druid, they once again descended into the depths of the mines, grim-faced and steadfast in their tenacious determination to end the evil of Zuggtmoy and free the town of Aylesbury and the surrounding marsh-lands from the vile curses of her minions.

Akarthis held some secrets though, and played his cards closer to his chest than he ever had previously...

They rapidly progressed to the priest's chamber above the plugged, glyphed shaft that blocked the aspect's escape from the realms below (or so most thought... ...). With ropes braced and pitoned, Bull's Strength effects boosting combat abilities, and feather fall spells in place, the half-orc gave a single mighty heave and hurled the steel and lead plug to the side. Due to the confines of the shaft, only three at a time could float down, and Sampsa, Iellios, and Jee'na were the first to descend, with Thorn, Akarthis, and Lady Penelo right on their heels.

The first round proved disastrous, because despite the wonderfully high initiative rolls by the players, the first three combatants rolled in a uniformly bad way for their initial wave of attacks designed to cripple the symbiote infected priest of Zuggtmoy, and punch some holes in the soft, spongy body of Queen Zug herself. The Queen did not fare so poorly....within the first round, Sampsa was almost unconscious and was grappled in Zuggtmoy's slimy pseudopods. Meanwhile, her sycophantic priest prepared some defensive spells, making him even harder to hit than previously (barkskin). All the while, the faces of Neilandyr, Aerie, and Tas moaned piteously from her fungous bulk, their souls forfeit to the Queen until her death could free them.

The second round brought the new members as well as disaster...Sampsa tore free as Thorn moved in as a distraction, but it was not to be....Sampsa was bludgeoned into a bloody pulp by Zuggtmoy's powerful pseudopods. A variety of spells and attacks were launched against Zuggtmoy and the priest, some successful (but hampered by her obscene damage reduction and the lack of good-aligned weapons in the party) and some not.

As Zuggtmoy moved closer to Thorn, preparing to make the young soul-knife her next meal, Akarthis pulled out his secret weapon, purchased at great monetary cost (and the gods only know what future favours) from the Circle of Eight, a mighty transformative spell granting him the body of a powerful red dragon (Dragonshape).

With this the tide seemed to turn on all fronts; the priest continued to fail to resist spells cast against him, most notably a hold person spell, which several rounds later (admittedly taking several brutal attacks to succeed) led to his demise, felled by a coup-de-grace.

In the meanwhile, the great red dragon pummeled the aspect with powerful blows and a gout of mighty flame (which unfortunately did lead to the destruction of some of the more fragile/flammable items in the treasure horde, not to mention welding the gold pieces into a single, sloppy mass), while she could do little in return.

With what might pass for fear in her eyes, the Queen was obliterated, and the chamber grew silent except for the panting of the combatants and the tinkling of soft bells as the spirits of the knight, monk, and priest dissipated upwards, finally able to find true and lasting peace.

In addition to the remaining equipment of their ex-comrades, the handful of precious gems, and a smattering of minor and not-so magical rings, the party found a clay tablet, detecting of strong magic and graven with Abyssal scrawlings.

With heavy-heart, and a sense of foreboding in his taciturn soul, Akarthis revealed some of what he had learned by pouring through the diaries and tomes of the high priest's chamber, looted during their last delve.

It appears that there were bigger patterns, larger plans afoot than just some random, mad cultists in a back-water swamp town. There were hexes and curses planned, massive spells that were going to use a series of clay tablets as foci, which also acted in concert as a soul-object for the aspect of Zuggtmoy. The members of the Barnes' family had long practice with delving into forbidden lore, and the tablets were scattered to the four compass points as well as a few arcane relics looted from nearby Oeridian tombs (similar to those the party had previously explored) that would be used to spread a curse of disease over the entire region.

One tablet with the Queen, one elsewhere in the mines where an Oeridian transference device was located, one with "Uncle" Zebimael, and one with Granny Barnes. Unless all four could be located and destroyed before the passage of one entire phase of Luna, on her next full phase (Harvester 25th), not only would Zuggtmoy return, but the beginning of a new age of fungal disease would spread over the Gnatmarsh, Callistor, Beetu, and beyond. The destruction of some of the tablets would not only weaken the spell, but also weaken the aspect, reducing her power substantially.

The party regrouped, and headed off to Beetu to sell some equipment and purchase some more powerful items, always aware of the passing of the sands in the hourglass, marking off the days towards the next full moon (35 days and counting... ...)

Returning with a new comrade in tow, the silent yet skilled ranger of the Celadon, the elven ranger Arbor with his wolf companion, the party elected to expunge the mines of the second tablet.

The descent was quick, and they shortly found the narrowing cavern from which they had originally descended to fight the spore rats and the Abhothian Herald of Zuggtmoy, but this time summoned up their courage and braved the all-but collapsed tunnel to the west, narrowed by tectonic forces to all but a foot of width.

This took a considerable amount of time, although Jee'na had very little difficulty and explored the cavern on the other side while the rest of the party tried to squeeze through. The rogue found three red-fungus zombies, pinned beneath boulders no doubt fallen during the same collapse which narrowed the entry tunnel. With great rapidity, she "slew" the pinned and helpless pseudo-undead and awaited her comrades.

When everyone had finally passed through, they considered their limited options. There was only one further exit (and on their maps it clearly dead-ended, but was tantalizingly marked with the legend of the Potter's Gold/Barnes' Gold) and it was not only very steeply descending at a harsh 45 degree angle, it was slippery with moisture and albino algae.

Using ropes to brace herself, Jee'na descended....and found a chamber with three fungoids advancing towards her, the mind-transference apparatus to her left, and an altar with a tome and the clay tablet to her right. Regrettably, Thorn who was next didn't do particularly well with his descent and he slid and bounced the rest of the way down, bowling into Jee'na and knocking them both prone.

Iellios was the next to descend, and he likewise ended up akimbo on the cavern floor. Meanwhile, the elven ranger, Arbor, made good use of his bow and peppered one of the fungoids with arrows, while Akarthis used his magic missiles and eventually a conjured celestial bear to excellent effect (not to mention a disappointingly weak but still effective fireball).

During this mad melee, as our heroes down below attempted to right themselves and the Dragon Shaman dropped his weapon, Jee'na suffered several severe blows from the fungoids...but for mysterious reasons (no doubt but caught up in the heat of battle) neglected to inform the party, and in one horrible instant was slain. The only original surviving party member was dead.

Not knowing her true condition, the brave Lady Penelo used her shield as a toboggan and slid down, making her descent rapidly, but regrettably ending up likewise prone on the damp, cold stony floor.

Eventually our heroes prevailed, and with heavy hearts examined the apparatus and the tome and tablet on the altar to Zuggtmoy. Beneath the apparatus, they found the chunks of glittering gold ore that comprised the mother lode they had been reading about for so many months (and that had lead to the deaths and undeaths of so many villagers). After a brief discussion, it was determined that the gold should be used to exchange with the church of Heironeous for the purchasing of an exquisite diamond, for the sake of a raise dead spell.

Jee'na, the rogue, would live again.

And in the coming few weeks (with 24 of those precious days remaining until the aspect would return and the hex would be cast) the party will regroup and do their best to find the tower of Zebimael "Uncle" Barnes, and the withered mother of he and Squire, Granny Barnes.

To be continued... ...

Cheers,
Colin


Perhaps we should split up?


Adventure Path Charter Subscriber
JopoRyk wrote:
Perhaps we should split up?

For the search or for the exploration of said sites?

Cheers,
Colin


Adventure Path Charter Subscriber

Oh, and if Akarthis wanted to train to gain his level, by increasing the fee for one week, he can reduce the time it takes, e.g. since it would take him three weeks and 3000gp, he could spend 4000gp and only take two weeks, or 5000gp and only take one week.

It's a trade off between cash spent and time consumed.

Just an idea, since he could also hold off until the time-constraints have passed.

Cheers,
Colin


JopoRyk wrote:
Perhaps we should split up?

I do not think it wise to split up to find the two remaining tablets. The dangers may be too great for three to handle. I believe that we should ask around to see if any in the town knows were Barnes lives and the location or knowledge of the area better than us (Read diplomancy checks as well as search checks).

These tablets need to be destroyed as quickyl as possible. I fear the the time it take Arkarthis to train may cause too much time to pass and the aspects be released upon this realm again.

Thorn: I would be willing to help speed along Arkarthis' training for help later.

Penelo (yes the name is staying you got a problem with that!!!) wishes to read the tablets and find out what is going on and information that is required to halt the abyssal creatures from coming into this realm (comprhend languages, religion and outer planes check, she does have ranks in the final two at religion (+6) outer planes (+5))


On Goodmonth 15, 590, the party earned 4920 gps. This added to the party treasure totals 8736 gps.

Shall we divide this treasure up 6 ways??? So that Arkarthis and Penelo can scribe scrolls?


Lady Penelo Lockhart wishes to obtain 1200 gps for scribing: Bull's Strength, Bear's Endurance, Hold Person, and Align Weapon.

If there are any problems please let her know, she will be more than happy to withdraw this amount from her shares until the amount is paid off...

Sovereign Court

A stronger Akarthis is a boon to the party. 4000 gp and a fortnight will be required...


Jee-Na had 526 gold at the time of her demise; that amount should go to the party fund. I know it was costly to raise her from the dead, and she is ready to go again. She still has her crossbow bolts and she did not use any of her potions on the last adventure (ahem!), so she needs nothing.

She is frankly very happy to be alive again. You may notice her being quieter than usual; she has a lot on her mind.


Adventure Path Charter Subscriber
Runfer wrote:

*SNIP*

Thorn: I would be willing to help speed along Arkarthis' training for help later.

Penelo wishes to read the tablets and find out what is going on and information that is required to halt the abyssal creatures from coming into this realm (comprhend languages, religion and outer planes check, she does have ranks in the final two at religion (+6) outer planes (+5))

Regrettably, she (or the dice rolling program I use ;-) ;-) doesn't fare as well as might be hoped, and beyond being aware that they serve collectively as some kind of soul object and spell focus, she doesn't have the first clue.

Her comprehend languagues spell is a little more effective, but only in so far as she can read the Abyssal script on the tablets which appears to be the holy scriptures of Zuggtmoy and a variety of embedded calling and enhancing metamagics....which reveal nothing in terms of her strengths or weaknesses, i.e. nothing which would assist you in destroying the tablets. All it shows is that these tablets are linked to the demon queen (or at least her aspect) and that they can also be used to enhance a variety of spells (but what those spells might be, and who would cast them are questions left unanswered).

Cheers,
Colin


Adventure Path Charter Subscriber
Morpheus wrote:
A stronger Akarthis is a boon to the party. 4000 gp and a fortnight will be required...

Leaving 10 scant days remaining before the reincarnation of the aspect and the spreading of some vile transmorgrifying fungal hex....but a more powerful party no doubt better equipped to handle the opposition.

Cheers,
Colin


Adventure Path Charter Subscriber

Harvester 2nd, Common Year 591

As Akarthis trained to become a more puissant conjurer, the rest of the party fanned out into the streets of Callistor and Aylesbury (such as they were...) and attempted to find the location of both "Uncle" Zebimael Barnes' tower and Granny Barnes' squalid hut.

Finally, Berreca Farstrider was able to inform the party of the precise location of her crazed old rival's abode, deep in the Serpent Mounds, a particularly deep and stagnant portion of the eastern Gnatmarsh, found just half a mile to the north of Aylesbury.

Being forewarned of the high concentration of venomous serpents, the party wisely equipped itself with anti-toxins and headed north, with Arbor, the sullen and silent elven ranger at the lead, with his animal companion the wolf leading point to sniff ahead for scents of danger.

Using his keen sense of the surrounding wilderness, Arbor led the party wisely around several quicksand patches and nests of swarming swamp rattlers, all the while maintaining the course of Berreca's hastily scrawled trail on the party's appended map of the area.

Eventually, the party came across a moaning human male, chained to one of the meandering hillocks (the fen's titular "Serpent Mounds") by rusty links of iron pinned into the ground with worn stakes.

Between Jee'na's sense of trap know-how (which spotted the location of a spear-trap), and Arbor's wilderness cunning (which quickly allowed him to detect the presence of a quicksand patch immediately before the party, and a serpent den to the left), a clear path was carefully walked towards the mound.

Ascending the sinuously curving rise of bog, Jee'na approached the victim, sensing something quite amiss, ranging from his bedraggled (and virtually decayed) appearance, to his unwillingness or incapability to respond to entreaties shouted to him in the Common tongue. Searching ahead, she came to realize that the entire region of hillock that the poor individual was chained to was rigged to collapse deeper into some point beneath the surface of the bog.

Thorn ascended to Jee'na's aid, and shortly thereafter so did Arbor. The skill of Arbor's bow-fire (eventually... ... ;-) was used to unstick the stakes from their tenuous beds in the marsh, allowing the chains to fall slack, and the captive to rise...revealing the slack features and drooling demeanor of the undead.

Lady Penelo boldly used her priestly might and blasted the creature from the Prime Material Plane.

Having been distracted for far too long by the extraordinarily elaborate trap, the party moved on with haste towards Granny Barnes' squalid home.

As the party approached the dwelling, they were accosted by two medium vipers and at first one, and then subsequently a second (from around the rear of the building) large viper. The party made swift work of their herpetological opponents and split up to assault the wretched domicile, with Arbor (and his wolf) and Jee'na attacking the rear, and Lady Penelo, Thorn, and Iellios bursting through the front door.

From the rear, the pair of adventurers were confronted with the witchy old hag herself plus her viper animal companion and three vile, muddy imp creatures with a slimy, dirt-like appearance (ooze mephits). In the antechamber of rotting lumber and mildewed wall-hanging, the first three heroes confronted a pair of unlikely cooperating foes; one of the horridly powerful half-ooze/fungus lizard men working in concert with a slow, stupid blob of semi-sentient mycological protoplasm (a giant slime-mould).

Within a few rounds of combat in the rear, the acidic breath of the mephits combined with the bites of the viper slew the wolf, and as Arbor moved in himself, he was blasted by black tendrils of withering magic from Granny (a spell of shriveling). Withdrawing from the room while Jee'na rained missile fire down on whatever mephits she could see, Arbor perforated Granny with several exquisite arrow hits, dropping her to the ground and thus severely weakening the power of the viper. The mephits on the other hand, taking advantage of their damage reduction, continued to fly out of melee range, raining down showers of (individually weak, but collectively nasty) acidic breath.

At the front of the building, the remainder of the party fared little better, being repeatedly clawed quite badly by the acid-dripping appendages of the lizard man and engulfed by the slime mould, infecting both the psi-blade and the dragon shaman with a vicious wasting disease (which would luckily not manifest for some hours) and necessitating several rounds of delay in combat action while they tried to break its powerful grapple.

Eventually, (to make a long story short ;-) the party vanquished both the anterior opponents, and the flying slime demons (due in no small part to the magical arrows which Jee'na possessed and fired off with wild abandon ;-)

Searching the building (slightly unsuccessfully), the party found no maps or leads to Zebimael's tower, but did salvage some silver ware and the third portion of the clay tablet.

Harvester 15th, Common Year 591

We'll flash forward to the day after Akarthis finished his training....having finally located someone (a bleary-eyed old drunk) who claimed to have stumbled over the tower while hunting for swamp quail, the party marched north and west of Aylesbury until they caught sight of the ominous basalt tower rising up from the Gnatmarsh's damp clutches. They had been guided not just by the terrified (but thoroughly bribed) drunk, but also by the skills of Arbor and his new companion, a viper. Perusal of the external features of the tower left the party with the knowledge that there were no windows, turrets, or otherwise any indication that there were exits from the outside world to within the tower....except for the front doors.

In a ten foot radius around the tower was a curious (and dangerous) circle of bluish white mushrooms and toadstools (Fulgurate Mushrooms) through which the dragon shaman, Iellios, blasted a path with his breath weapon.

Jee'na was sent forward to examine the door for signs of traps, and after double-checking it, proclaimed it safe for opening. Regrettably, such was not the case. A spring-loaded mechanism slammed the door open into the chest of Iellios who was flung into the Fulgurate Mushrooms with predictable results as they exploded in a chain reaction of sparks and lightning arcs, blasting several of the party members who were within a ten foot radius of the mushroom circle.

Recovering from this set-back, the party healed and stormed the tower, finding a large empty first floor, with a wide, winding staircase ascending the outer rim of the room, rising above to the second floor....empty of course, except for the three glowing-runed Shir demons, two on the floor, and one part way up the open-faced spiral staircase.

The battle was fierce, and the viper lost its life to the nasty halberd of the shir on the steps, but shortly all the foul tanar'ri were slain, leaving nothing but puddles of vile-smelling goo in their place. As Iellios stepped up onto the stairway, he triggered a trap of a most heinous nature, dropping out most of the floor below the party except for a five-foot wide ledge around the first floor and the stairwell itself (of course...). Jee'na was able to jump free to the ledge, and Thorn was able to leap to the staircase where he joined Iellios, but Akarthis, Arbor, and Lady Penelo were dropped below into the darkness.

Down in this eerily lit netherworld (the glowing fungi on the walls of the first floor and stairwell permitted a dull light to penetrate) the three unfortunates found three rolling balls of acidic spore-spraying fungi (Ascomids), which proceeding to batter and spray Arbor and Lady Penelo for several rounds (Akarthis rapidly ascending by magic), which the party members above did their best to pepper the rapidly rolling puff-balls with missile fire. Discovering that piercing weapons were most efficacious, Arbor redoubled his efforts and several bruising rounds later (with both the stranded victims alternating between semi-healed states and borderline unconsciousness) the party was victorious.

Emerging from the pit they went further upward, at first finding a bed-chamber (the second floor) populated by two hulking fungoids who rushed out to engage in a perilous battle on the staircase, and then defeating them, a library and research lab on the third floor occupied by two more slimy lizard-men, who were at long last vanquished.

Ascending at last to the fourth (uppermost) floor of the tower, the party was confronted with a steel-guardian, one of the constructs that had previously been used during the assassination attempt at the tavern so many months ago. And, nearby, an invisible threat lurked....

As the party attacked the guardian, Iellios was reduced, and Jee'na was slowed. Akarthis wisely deduced that there was a spell-caster about, and unleashed a dispel magic spell into the area, removing several of the party's spells and one of the invisible foe's spells (unfortunately, not the invisibility... ...).

The situation would soon come to a head as the unseen opponent unleashed a lightning bolt onto Iellios and Akarthis, revealing the shimmering, displaced form of Uncle Zebimael...in all his wormy, blasphemous glory.

To be continued.... ....

Now, to follow are the descriptions of the top three floors, as time was cut short while gaming, leaving only a hurried rush towards the top, rife with dangerous combat but leaving little time for exploration. So, here the players will find descriptions of the second, third, and fourth (current) floors.

Second Floor

Here was a decaying bed chamber, the walls hung with rotten tapestries depicting scenes of the Gnatmarsh, Callistor, and even far-away Beetu collapsing under armies of malevolent fungi all marching at the feet of their queen, this time depicted as a squat, elephantine bulk striding awkwardly on four toadstool feet, rather than as the far more feminine aspect fought by the party in the mines. A four-poster bed with wretchedly torn lace curtains surrounding it dominated the rear of the tower floor, flanked by a bureau on the right (its mirror smashed utterly) and a wardrobe on the left.

As well, a large marble wash-basin lay on the floor atop a squat wooden chest bound with iron straps and sealed with a formidable
padlock joining strange black and red metal chains.

A dank, mildew smell permeated the entirety of the floor, and the occasional small greenish inchworm scrambled underfoot across the cold stone floor.

Third Floor

A lab of some sort, replete with alembics, flasks, beakers, distillation spheres, etc.

A large (man-sized) pouring mould lay against one wall, plainly in the shape of a human being, while tatters of preserved flesh and theatrical wax lay on a nearby table. A smelter lay on the opposite side of the tower floor, with plenty of scrap metal in a jumbled heap beside it (replete with daggers, gate hooks, hinges, door knobs, steel spikes, etc.)

On a central table (where the majority of the glass-ware is) are four alchemical books, including what would seem to be a guide to the creation of the steel guardians, and a strange tome stinking of smoke and burned pork, adorned with a strange fiery religious symbol... ....

Fourth floor

The upper floor is as black as pitch, lit only by the party's torches and magical light sources and the dabs of phosphorescent paint used to replicate a star-lit night shining down on an earthen field sprouting a veritable harvest of glowing fungi and lichens. The entire floor would seem to have been designed for quiet contemplation and would no doubt be quite soothing to some.....were it not for the way that the fungi seem to sprout eyes and malevolent gazes when ones eyes turn away from them directly, and almost appear to march towards the viewer until one spins to confront the marching glows...and finds them right where they should have been the whole time....


Penelo:
We have vanquished the Barnes from this realm, but at great price, we have lost one of our own, Akarthis. His wizardy was second to none in this group. He was also considered by many to be the tactical leader of this group. His ability to understand the battle and pull us to victory is a void that no one can fill. But we must finish up and carry on. Through much mediating (and talking with others), We have learned that the tablets must be destroyed using the breath of a green dragon. There is rumor of a black dragon within the swamp... We have also learned that a green dragon may have been discolored because of this vile sickness over the land. We must seek out this dragon and hope that his/her breath can destroy the tablets.

Dragon Shaman (I can remember his name right now at work), you have experience with dragons, and an deep understanding of them. How do you feel is the best way to prepare ourselves for this journey.

Arbor, we will need your tracking abilities to help us venture into the swamp and locate the dragon. I know you do not wish to stay among the humans, but your services are still needed so that we may insure that Zuggmoty's hand no longers infects this realm. Please stay with us until the time is right.

Je'naa, I know you have been here since the beginning of all these problems, any advice you can give to us with regards to the area and what to expect will be of great services.

Thorn, when this is all over, we will have the revenge that you have desired for the Barnes kidnapping you and then we can find out what happened to your parents.

Together we can stand tall and win this battle for Neilandyr, Akarthis, Sam, and others who have lost there life to Zuggmoty, and her followers.

(Sorry for any misspelled names, and forgetting names. I sometimes have trouble remembering my own students names).
Aaron, can you bring the initiative board you got, I would like to try and use that for following up whose turn it is.


Adventure Path Charter Subscriber
Runfer wrote:

Penelo:

We have vanquished the Barnes from this realm, but at great price, we have lost one of our own, Akarthis. His wizardy was second to none in this group. He was also considered by many to be the tactical leader of this group. His ability to understand the battle and pull us to victory is a void that no one can fill. But we must finish up and carry on.

*snip*

As may be gathered from the above post, the following events did transpire in the afternoon of Harverster 15th, Common Year 591

  • Zebimael Barnes appeared, revealing himself to be a mass of writhing worms, his consciousness having been transfered into the bodies of thousands of crawling invertebrates by some fluke of the transferrence device deep in the mines (as discovered two sessions ago). As his displacement spell wound down, he was blasted by a fireball from Akarthis which failed to penetrate his spell resistance, and charged by Iellios who missed in his attack.

    Zebimael, the Worm that Walks launched lightning bolt after lightning bolt through the party, dropping the conjurer Akarthis, and while some of the party dispatched the steel gaurdian, he reapplied his displacement spell and fired away with [i]magic missiles[i] at Iellios and the priestess Penelo. The party redoubled its efforts, attempting to shake off the demoralizing and sudden loss of Akarthis.

    Eventually Zebimael was brought low, and with his evil dispatched what remained of his equipment was looted....

  • Alchemical and magical tomes were snatched from the labs, as was the equipment, including the final clay tablet, which when joined to the others gleamed and revealed in Abyssal script the 222 names of Zuggtmoy.

  • The bed chamber was searched and looted, producing several trap effects (handily avoided by Jee-Na) but also rewarding the party with gems and coins, not to mention an odd metal spoon which detected of magic.

  • Thorn spoke with the revenant of the murdered druid at his standing stone shrine to Beory, and recieved guidance on how to obliterate the clay tablet soul object in the form of a (not so) cryptic rhyme (so as to prevent the re-appearance of the Demon Queen's foul aspect, and lift the miasmic curse over the land). The lair of a green wyrm stained black by the curse must be sought out and then its favour sought so as to use his breath to dissolve the tablet(s).

And with that we are prepared for what is to follow shortly... ....

Cheers,
Colin

Sovereign Court

13garth13 wrote:


As his displacement spell wound down, he was blasted by a fireball from Akarthis which failed to penetrate his spell resistance...

The fireball most certainly did penetrate him...to the tune of 36 hp. Sudden maximize is a beautiful feat. So much for omniscience and perfect recall... ;)


Adventure Path Charter Subscriber
Morpheus wrote:
13garth13 wrote:


As his displacement spell wound down, he was blasted by a fireball from Akarthis which failed to penetrate his spell resistance...

The fireball most certainly did penetrate him...to the tune of 36 hp. Sudden maximize is a beautiful feat. So much for omniscience and perfect recall... ;)

Are you certain?...As I recall, there was the debate about displacement, which we resolved as ruling that an area of effect spell didn't have to worry about...then there was his reflex save, which he didn't make, which would have been 36 points of damage. But I'm pretty darned sure that when I said, "Oh, and roll for spell penetration" the roll was too low....of course, you could be right after all....Omniscience isn't what it used to be, eh. ;-) ;-)

Cheers,
Colin

Sovereign Court

13garth13 wrote:

But I'm pretty darned sure that when I said, "Oh, and roll for spell penetration" the roll was too low....of course, you could be right after all....

Cheers,
Colin

You are correct...omniscience isn't what it used to be. Akathis' fireball penetrated and he got whacked...


Penelo: How long shall we wait before we head towards the green dragon? Depending on I wish to better prepare myself for the trials that await (Read as scribe a couple of spirit weapons and other). I also hope that we can learn more about the tendancies of a green dragon and best way to approach him with the task.


I will gather information in town for rumors about the green dragon, and about the black dragon.

Is there time to train? Following my...uphappy incident...with the fungal whatevers, I feel as if I have lost some of my fighting skill. I would like to have the opportunity to train again and...and to m-m-meditate at the chapel of Heironeous.

I know this training will not come cheap, but I am not sure we have the assets as yet for me to train. I will follow the party's advice on this.

Akarthis was...he was a good man. He fought well, and he saved us several times from seeming impossible situations. Perhaps he and I did not always agree, but I couldn't help but admire him tenacity. I'll miss him.


I recall Akarthis's elation when his fireball did in fact penetrate and strike...for 36 points of damage.


Adventure Path Charter Subscriber
Jee-Na wrote:
I recall Akarthis's elation when his fireball did in fact penetrate and strike...for 36 points of damage.

Faced with superior powers of recollection, the DM concedes the point that in fact the fireball penetrated with its full force :) :) Having said that, while I certainly recall the elation and even scratching off the villain's hit points, it was at that point {or so I thought} that I remembered the spell resistance and asked Aaron to roll...I distinctly remember rewriting the hit points at the old total after the penetration failure.

*shrug* Moot point, eh ;-) I'll go with whatever version the most people can recall :) :) After this week, I'm lucky I can remember what colour underwear I'm wearing ;-)

Jee-Na may of course try to Gather Information; despite time constraints, there are enough days remaining on the clock for two or three days worth of selling objects, identifying magical items, scribing scrolls, etc. (although there is probably not enough time for training....9 days remaining before the aspect reforms....the training may have to wait until everyone returns safely from the tablets' destruction).

As for Lady Penelo's query, the journey to the location on the map (which may or may not be confirmed by Jee-Na's enquiries and augmented by any information Iellios can share about draconic kind) could take two to four days. This of course also depends on how careful the ranger is while searching ahead for hazards and such....it's faster if he doesn't (half the travel time), but faaaaaaaaaaar more dangerous.

Cheers,
Colin


Jee-Na wrote:

Is there time to train? Following my...uphappy incident...with the fungal whatevers, I feel as if I have lost some of my fighting skill. I would like to have the opportunity to train again and...and to m-m-meditate at the chapel of Heironeous.

I know this training will not come cheap, but I am not sure we have the assets as yet for me to train. I will follow the party's advice on this.

Penelo: I am afraid that there may not be enough time to train before the aspect reappears. If memories serves me, we are under 10 days before the vile creature returns. I too would also like to mediate and train in my arts of healing and good to better prepare myself. But alas, time is of the essence.

Hey I even hear Thorn is only 6 xps from a new level. That's right 6 points away.


Adventure Path Charter Subscriber

Queries for all involved:

  • Will Arbor be using his scouting and wilderness savvy on the journey through the swamp consistently (i.e. taking 10) or will he merely be making rolls when the circumstances arise?

  • Via the boards or email, what were the results of Jee-na's gather information checks (or, alternately, would you prefer to email me your modifiers and I'll use an electronic dice roller)?

  • Will Iellios be able to share any information (i.e have any pertinent knowledge skills) about Green Dragons and/or Black Dragons, or is his knowledge about draconic matters more of a flavour/background issue rather than an in-game benefit? Just curious.

  • If Iellios seems uncertain about such things (which would only be reasonable given how he was raised by an entirely different breed of Genus Dracos, would anyone in the party be willing to hire a sage/do some research/regarding green dragons, and this one in particular (above and beyond the results of Jee-na's enquiries)?

Next up, a list of rumours, which I shall elaborate upon in more detail tonight after certain draconic/demonic/fungal matters have at long last been resolved... ...

  • The trading village of Nykadymees further south down the Franz river used to be one of the major trading locations between the swamper colonies in the Gnatmarsh and the urbanite humans elsewhere (having leapt to prominence following the decline of Aylesbury and the subsequent avoidance of that entire area by most of the swampers). Recently, contact with Nykadymees has been lost, and some of the merchants of Callistor and Beetu suspect lizard-folk interference, which is in keeping with the consistently heard rumours of increased lizard man aggresion through the eastern Gnat Marsh. But that doesn't explain the rumours of swamper scouts and merchant bodyguards of flakes of snow falling down in the surrounding swamp, nor tales of fierce blizzards engulfing investigators, especially not with the end of summer still to come to this part of the Flanaes... ...

  • The fish-monger beseeches Jee-na yet again for any information she can bring regarding the disappearances of the rat-catchers, and swears that the Rat-Catchers Guild of Callistor will no doubt reward the party handsomely, as yet another member has vanished and the city guard seems unwilling or unable to intrude into such matters.

  • Langwellan shakes his head in dismay over the news of Akarthis' passing..."I tried to teach that lad everything I knew....and still he lies fallen to the vile forces of evil. Blast these feeble old bones that I could not do anything more to help ye! Ye must be better prepared, and I need to help in that regard....the lad owed me a favour, but now I think it may be in everyone's interests to invesigate the matter of the Elemental Balestone. See partway down the fifth page of this campaign journal on January 19th. For you see, there was supposed to be a cache of magical items and weaponry secreted by the Balestone, left behind by Oeridian war-priests of Hextor, from which I certainly would have taken my share (the rest would have been a part of your finders fee, favour or no favour). But with events standing as they do, I think that you will need them more than I."

    "Events seem to be unfolding in Callistor which may necessitate my leaving in a few months time...the Servants of the Blinding Light have turned their attention towards me, and with the simple-minded common folk at their disposal, I'm sure that before the new year is upon us, a ravening horde of torch-wielding superstitious fools will be looking to tar and feather me or worse! With that being the case, I will have little need of some of the items in that Oeridian cache which would have gone to some....interested buyers....in Beetu. You may keep the whole lot, and I of course consider all debts from young Akarthis to be paid in full..."

    "Poor lad..."

  • The rumours on the streets are consistent...some damned fools have unearthed some Oeridian ruins to the south dating back to the Unification of the Crowns when the Great Kingdom was first formed, over three centuries before Nyrond seceeded into its own kindgom. It's on the other bank of the Franz, placing it beyond the tax-collecting power of the Count and in the hands of the barony to the east. So, rival adventuring groups have begun to sabotage each others' planned expeditions, sages from as far as Beetu have been hired for knowledge (and some even assasinated by unscrupulous individuals who don't want interference...), and last but not least, taxation officials replete with military back-up have set up encampments to either side of the river, waiting for emerging/entering adventurers to come out with treasure that should legally belong to the crown... ...

  • In the south of the Gnatmarsh, where the Nesser meets the Franz, a hidden temple is said to have been found, decorated with verminous motifs, and replete with most-unswamp like creatures including vast scorpions and undead soldiers of some unheard of nation dressed in arachnoid armours. Such tales must be pure poppy-cock of course...who ever heard of scorpions and worshippers of venemous arachnids in a swamp.... ....

Cheers,
Colin


Adventure Path Charter Subscriber

Harvester 19th, Common Year 591

Having scribed scrolls, cured their respective wounds, and purchased potions and miscellaneous supplies, the band set out across the trackless fen of the Gnatmarsh with Arbor in the lead, scouting ahead for vermin pits, quicksand and any other natural hazards. The journey to the dragon's lair was estimated to take four days in this fashion, which would allow the party to arrive at the end of Harvester 22nd, with still a few days remaining until the night of the 25th when the next full moon would make its presence known and the aspect of Zuggtmoy would be recorporated... ...

The first encounter was also the last that saw the use of horses for speedier locomotion through the swamp...Four alligators of most impressive size rose out of the swamp in a some sort of ectothermic ambush, and while the party was finally successful, all but one horse was slain, and several party members were badly injured and quite short of breath after having been pulled down into the fetid murk by the rapacious reptiles.

The party made as much haste as the could on foot, struggling their way through the squelching muck.....As the day progressed and dusk began to fall over the swamp, the buzzing of mosquitoes was heard to rise up from all around the party...but not ordinary mosquitoes....

The keen senses of Jee'na revealed several pale, shrunken male humanoids with suckered mouths cowering in and amongst the reeds and scattered mangrove copses on all sides of the party, but not the source of the loud buzzing...until out of the sky, just above the tree line, flew a hideous female creature with sagging dugs, four green iridescent wings, long talons, and a sphincter-like, fanged maw like a lamprey's, from which emerged a stabbing hollow proboscis (an anophelius).

After several swooping maneuvers to position herself in an ideal attacking position, during which she was peppered with missile fire, the anophelius female attacked, but tried to take advantage of her Fly-By ability to swoop by and stab at Lady Penelo, which moved her out of melee range, but still exposed her to missile fire and attacks of opportunity. By the time she wrapped herself around the priestess of Pelor, she was an easy target, and didn't even have the opportunity to drain Penelo's blood to heal her own wounds.

Two days later, with now three days left in the journey due to the loss of horses (which meant that the party would arrive on the 25th, leaving no time to spare), the party happened upon a copse of tall reeds and stunted mangroves upon which were affixed numerous human bodies, some armoured, some not. A foul stench permeated the air, alerting the party to the presence of one of the Gnatmarsh's greatest threats...a troll.

The battle was short but dangerous, with very little in the way of fire attacks other than Iellios' dragon's breath. While injuries were intense, with the full force of the party's attacks being brought to bear against a single opponent, the regenerating beast was felled and slowly but surely burned to ashes by using torches.

At long last, on the 25th of Harvester, the party arrived at the clearing indicated on their map, easily recognized by the acid-scarred vegetation and complete lack of all life beyond small biting and stinging insects. The heroes reconnoitered the area, and pondered the thirty foot across water-filled sinkhole before them... ...

To be concluded later this week.

Cheers,
Colin


Adventure Path Charter Subscriber

Harvester 25th, Common Year 591

With the full moon rapidly approaching, the party examined the desolate region of swamp they had found themselves in, silently counting the dozens of shattered eggs, some with skeletal claws of still-born wyrmlings limply splaying from the discoloured ivory. Wasting little time, they quaffed their potions of water breathing and descended into the watery sinkhole. Swimming/striding their way through the oozing murk of the underwater tunnel, they eventually clambered up the other side to find a vast underground chamber of packed mud and earth, with coarse, dangling tree roots sprouting from the walls and ceiling. And facing the party, at the terminus of the chamber, was Xyrixstefallyn, the huge green dragon spoken of in the druid's riddle.

To be continued from home :)

Cheers,
Colin


Adventure Path Charter Subscriber

Harvester 25th, Common Year 591

The dragon shaman Iellios approached the hissing dragon, its scales rendered almost pitch black from some bizarre fungal infestation, and through careful diplomacy and humbly chosen words, Xyrixstefallyn was convinced to obliterate the clay tablets serving as the soul object for Zuggtmoy's aspect using his caustic chlorinated acid breath.

As the party retreated, and Iellios, Penelo, and Thorn chanted the 222 names of Zuggtmoy (as revealed to them in Abyssal script on the tablets once joined as one), Xyrixstefallyn unleashed a massive cloud of acidic vapours, and the tablets dissolved, releasing the shrieking mass of imprisoned souls and a fraction of the essence of Zuggtmoy herself.

With this horrifying sight and the wailing of both the damned and the destroyed echoing in their ears, several party members (and, alarmingly, Xyrixstefallyn himself) found themselves with their sanity teetering dangerously over the edge of full-blown madness (effectively a chaos/confusion spell on those who failed their saves and lost sufficient sanity).

With the dragon alternating between mad babbling and seeking to obliterate his nearest "foes" with his breath, and with some of the party either standing frozen in place, paralyzed by horror, or overcome by fits of crazed anger against all around them, a hasty retreat was beaten by those who could still act with rational thought, while Jee-na sought to drag away Iellios (who had not only been struck mad, but was also still very much within range of the dragon's breath).

As Iellios shrugged away Jee-na's hands and in a moment of lucidity (while not attacking her) shouted for her to leave him and help collapse the tunnel.

Luckily, such extreme self-sacrifice was unnecessary, as the madness soon wore off, and Xyrixstefallyn, Iellios, and Lady Penelo returned to normalcy.

Then began a negotiation of sorts, as the grateful Xyrixstefallyn (whose fungal curse had been lifted just as surely as Zuggtmoy and her cultist's hexes had been removed from the area by the destruction of the tablets) made a vow to Iellios to leave the Gnatmarsh and never return as payment for relieving him from the burden of his curse.

Denouement

Festival of Brewfest, 3rd day, Common Year 591

Dragging their loot behind them, the party returned to the manse to rest, recuperate, and ponder the lessons of the sordid saga now finally behind them.

Thorn returned to the druidic revenant, and informed him of the destruction of the tablets and the lifting of the curse. The revenant whispered a hoarse thanks, then with a tired yet peaceful rictus vanished in a shimmering cloud of flower blossoms and leaves, leaving the party with several intangible benisons.

As the Festival of Brewfest continued, and the harvests of the swampers returned to Callistor for sale at the fall markets, a knock came to the manse door, announcing the arrival of a stranger bearing an uncanny resemblance to the much missed and lamented Neilandyr. The stranger (who upon closer inspection seemed older, his face more deeply lined with the ravages of time and experience) proclaimed himself to be Scarsiss, Neilandyr's older brother, come to seek out the final physical and spiritual resting place of his younger sibling, whose spirit seemed to be in some unholy place, denied the peace of eternal reward amongst the hosts of the Outer Planes serving at Heironeous's side.

And so ended the first chapter, and began the second....

Cheers,
Colin

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