[A Memory of Darkness] - Galnörag's SD Campaign


Campaign Journals

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Episode 1 - In which the core of the Elven kingdom is revealed to be rotten

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Episode 2 - In which the machinations of the queen have unexpected consequences.

Liberty's Edge

It feels like this campaign is the "Dance, puppet, dance!" campaign. The only powerful NPC's that have not used us for their own ends are the drow WE used as a cover story in Endless Night. This latest betrayal has made my character look more closely at the possibility of calling down a smaller skystone with just enough power to wipe out Kyonin...


just found this campaign journal and spent the last couple hours catching up on Zim's earlier adventures... fantastic stuff!

Liberty's Edge

Glad you're enjoying it! Thanks for reading. :)


I just found out about this too; awesome write-ups :)

Edit: Oh, and I have to agree with your character about the imprisonment plan. I was pretty surprised when I came to that part of the module while reading through it; not exactly a great way to continue a good working relationship.

Liberty's Edge

Are wrote:

I just found out about this too; awesome write-ups :)

Thanks. Be sure to check out the back issues. :)


Great work. I am well and truly impressed. The last episode was especially moving.

Liberty's Edge

Just because my character is evil and reptillian, doesn't mean he doesn't have feelings too. Thanks for the kind words. :)

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Episode 3 - In which the evil, sinister, corrupt, influence of the Winter Council is revealed to be none of these, and less.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Galnörag wrote:
Episode 3 - In which the evil, sinister, corrupt, influence of the Winter Council is revealed to be none of these, and less.

Did I also mention my friend Deus Ex Machina?

Liberty's Edge

Yeah, it's amazing when he shows up. Usually just in time too. ;)

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Episode 4 - In which Walter Peck from the EPA comes in and shuts down the containment field.

Liberty's Edge

Galnörag wrote:

Episode 4 - In which Walter Peck from the EPA comes in and shuts down the containment field.

Yes, your honour, it's true. This man has no containment field.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Our journals stopped getting updated at the end of Memory of darkness, and there is much to much to recap, but here is the last session synopsis and epilogue:

We picked up in the Glyph chamber, Zim wearing magneto's helmet (aka helm of telepathy) encouraged the others to search for documents about the glyph, while he attempted to understand it directly. While he worked the others explored the inner chambers, finding a great cache of wealth (including Mogan's new Rod of Splendor [read the item, best item ever for mogan]), and all the plans for building the glyphs. While they tried to deciepher them they heard Zim on the message link "Goodbye my friends, and good luck." As they rushed to him, the watched as he plunged his bag of holding and portable hole together in the center of the glyph ripping the world assunder. When the smoke cleared, zim, the glyph, and the wall of force he put up around it were all gone. Everyone had become infused with the energy of the glyph (+2 permenent insight bonus to any one stat)

A sending came in quickly from the queen beseaching return to Kyonin as the force fields were down, when they arrived, the queen had ready all the forces of the elves ready to assult the meteor to assemble some magic device she has been alluding to. The device, and the portals, and a great spell of planner adaption was being powered by the soverign stone. The queen beseached them to touch the soverign stone, whose magic would let them rest switftly and join in the battle.

An hour passed for the world, while 8 passed for the heroes, they rested, and prepared while battle went on above Galorian. When they emerged from the magic crysalis 5 of the 12 gateways had been sealed, and looking into the sky, a 5 points of light joined by arcs of green magic could be seen. While they divined the best path for them to take one more gate sealed, and a group of elves emerged indicating that a great battle with space dogs and demons was going on. The elves left via another gate to reinforce the lines.

The divination directed them to the "most dire" gate. Stepping through they found them selfs in the cold alien environs of the skystone. Following a trail through a forest of rocky crystals, they found a group of dead elves, some decapetated, some seemed to have the spell of adaption dispelled, and they died of explosive decompression.

following the trail further they found the remains of more elves and the magical artifact they were dragging. They artifact was a series of gate stones, on a floating disk which had a guiding beacon leading them on.

The party was beset by space dogs (Ataka) and with no source of salt water, instead made short work of them with spells and blades.

Following the beacon, they found they were led to a fissure, while they began to assemble the gate fragments. Midway through, an Aspect of Abraxus arrived (in the form of Gargantuan Orcus.) He brought with him one of his Xacabra's.

During the battle, in a Final Fantasy 2 throw back, Zim joined the battle from the Astral Plane, inspiring courage, and casting haste. Very haunting, Zim sounded confused at times, and a little lost. Mogan kept abraxas at bay, while Caladral butchered the Xacabra. Elgan and Taub kept the party buffed and moving, at times Taub's aura of freedom of movement saved people from entanglement, but at the cost of maneuverability, as it also defeated the elves magic that was giving artificial gravity.

Esmi, esmi, esmi, poor girl couldn't keep her wits about her, as here head was removed from her shoulders. Following a miraculous rebirth she promptly imploded. Elgan harried abraxas with spells, and Caladrel flew in for some toe to toe action, all the while mighty mogan gallantly stung the god. Taub dashed about combat keeping people alive, trying to breech Abraxas's spell resistance, while facing the brunt of a telekinetic assault as abraxus flung the gate fragments directly into him. Abraxas breached Caladrel's defences, forcing a retreat, ceasing the opening he bore down on Elgan. With a great darkness surely upon him, Elgan shot back, firing a magic missile of pure desperation. The missiles flew, smashing through the Demon Lords defenses, sundering the corporeal form of his avatar. The resulting blast sent the party flying, but the day was won.

Quickly collecting Esmi's remains, they once more beseached a miracle from Desna to find the scattered gate fragments. Reassembling the fragments, they activated forming a link with the the other gates, and returning the Heroes to Kyonin. The gates all assembled, and the surviving elves all assembled the Queen activated the Sovereign Stone. High above the world the Meteor lit up, a ring of green light surrounding it, and a vast rift into the abyss formed. The stone plunged through the gate, the gate closing upon itself in a climactic explosion filling the sky with green light. The Sovereign stone then crumbled away into dust.

Epilogue

Much quipping, celebration, and rewarding ensued. For a ten day a celebration seized the elven nations, and spread through the rest of the world, who may not of known the extent of doom that awaited them, but knew that they had been spared.

In the intervening months the elves took charge of their new found state, not permanent residents of Galorian, their routes of escape permanently closed, they set about more cohesively to follow the Queen's lead in reaching out to other nations. The corruption of the winter council was swept from their ranks, and the Shin'Rakorath (aka Lantern Bearer's) became an official arm of the Kyonin military, set on protecting the surface from the machinations of the drow.)

Deep beneath the surface world, the throne of Abraxas crumbled into the Caltherium, Abraxas home in the abyss sundered, his strength in Galorian deeply diminished, he waits in the darkness for revenge. In Zinkarium, the Azrina house has crumbled, its wealth and forces spent, the other houses led by house Vornac have destroyed them. The poorest of the drow still struggle with a zombie affliction that seems to not abate. The ruling forces take to large scale firestorms in the slums to try and destroy the taint, caring not for innocents who burn in the process.

In branches of Treebole, an cloaked advisor councils Treerazor that now is the time to strike the elves, they are weekend by Abraxas's assault, and the loss of the Sovereign Stone. The long dark fingers of the green robed man click menacingly together, a small albino lizard coils about his shoulders, its tongue licking out to taste the wickedness palatable in the air.
--


Galnörag wrote:

Epilogue

Much quipping, celebration, and rewarding ensued. For a ten day a celebration seized the elven nations, and spread through the rest of the world, who may not of known the extent of doom that awaited them, but knew that they had been spared.

In the intervening months the elves took charge of their new found state, not permanent residents of Galorian, their routes of escape permanently closed, they set about more cohesively to follow the Queen's lead in reaching out to other nations. The corruption of the winter council was swept from their ranks, and the Shin'Rakorath (aka Lantern Bearer's) became an official arm of the Kyonin military, set on protecting the surface from the machinations of the drow.)

Deep beneath the surface world, the throne of Abraxas crumbled into the Caltherium, Abraxas home in the abyss sundered, his strength in Galorian deeply diminished, he waits in the darkness for revenge. In Zinkarium, the Azrina house has crumbled, its wealth and forces spent, the other houses led by house Vornac have destroyed them. The poorest of the drow still struggle with a zombie affliction that seems to not abate. The ruling forces take to large scale firestorms in the slums to try and destroy the taint, caring not for innocents who burn in the process.

In branches of Treebole, an cloaked advisor councils Treerazor that now is the time to strike the elves, they are weekend by Abraxas's assault, and the loss of the Sovereign Stone. The long dark fingers of the green robed man click menacingly together, a small albino lizard coils about his shoulders, its tongue licking out to taste the wickedness palatable in the air.

I want to read your entire Journal This epilog is great i want to bounce ideas about Treebole and Treerazor around with you and want to know more bout the Zombie Plague in the Darklands

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Here are the journals:

AP 13
AP 14
AP 15
AP 16

This thread is 17, and we never did an 18 do to time

95% of the content is courtesy of the party bard, Zim, who in game and out published materials for our amusement.

The Zombie Plauge is also Zim's fault, if I can find it or get him to post it, it was a magic item that was a bag of animated plague swarm zombies. Basically one shot reanimates the content into a swarm that makes more zombies. He created a couple, and in AP 16 left them behind in the slums to create havok.

The Treebole/Treerazor bit was as a tease for a later return to the characters. Maybe a one off, but just an idea for the future. THe mystery man is the Druid from the Devil's Elbow. He escaped, and showed up 3 more times. Once in a vingette where the players played drow and slew kwava who was carrying them a important piece of info about the drow and the winter council. The second was in Endless night on the drider mission they encountered his home, and found kwava's journals and gear, now in character knowing him to be dead. The third was back in celwynvain fighting Razorhorn for a second time (as a blast skeleton) and then his mom (who again was only reputed to be dead, she really is this time.) Again he escaped, I had wanted to bring him back a forth time in my space module, but I ran out of time to prep. So he fit into the epilogue well. I've asked the players to provide their own epilogues, so we know where the brave mogan has set up his tent, and how the studies of the sagely elgan are going.


Its funny how a character when you first read the adventure looks like he will be one and done ends up being a reacuring villian

Liberty's Edge

Here are all of Zim's wondrous items of DOOOM!

Artificer’s Astounding Toolkit
Aura: Moderate Conjuration (creation) CL: 7th
Price: 1250 gp Weight: 10 lbs

Description: This battered but sturdy tool box contains a jumbled mess of finely-crafted tools, exotic material components, and lucky charms. On command, it will magically create any masterwork tool required by the craft or disable device skills. The conjured equipment is also sufficient to count as a workshop for item creation feats, but not sufficient to count as a fully equipped forge or smelter.
The items created by the toolbox are themselves non-magical and only the owner of the toolbox may use them (ie. had them in your possession for 24 hours). The tools disappear if left unattended for more than a few minutes or used by another person.
Requirements: Craft Wondrous Item, Minor Creation, 625 gp, 2 days, Craft DC 12

New Item:
Stylus of Rapid Replication
Aura: Faint Transmutation CL: 1st
Price: 2000 gp Weight: -

Description: This finely crafted pen never dulls or seems to run out of ink. Upon command, the pen will magically animate and transcribe any non-magical written work at a rate of one page per minute (a page being loosely defined as a single 8.5x11” sheet of paper, or about 250 words, double spaced) to a maximum of 100 pages per day.

The pen makes exact copies of all visible, non-magical writing and illustrations, and changes the ink colour as needed. It does not translate the text or reveal any coded messages and requires sufficient blank surfaces (loose pages or a book are common choices) to complete its task, otherwise it will stop when it runs out of space.

Requirements: Craft Wondrous Item, Unseen Servant, 1000 gp, 2 days, Craft DC 6

Arcanist’s 3-D Goggles
Aura: Faint Divination; CL: 3rd
Slot: Eyes; Price: 2500 gp; Weight: -

Description: These stylish, dark-tinted brass goggles fit snugly over the wearer's eyes with an adjustable leather strap. They allow the wearer to see the patterns made by magical energy, thereby granting a +5 competance bonus to Spellcraft checks.

Requirements: Craft Wondrous Item, Detect Magic (skill bonus items sometimes list an appropriate spell used to make them) Cost: 1250 gp 3 days (bonus squared times 500gp), Craft DC 8

Zim's Little Sack of Horrors
Aura: Faint Necromancy, Faint Evil CL: 5th
Slot: - Price: 2000 gp Weight: 1/2 lb

Description: This large, rather innocuous-looking burlap sack (can hold about 1 cubic yard) contains a sinister surprise - skittering undead doom!

Once filled with the bodies of several hundred tiny animals (or thousands if Diminutive or smaller) and tied shut, the sack becomes a potent hazard. When opened, whether by untying the knot or simply cutting it open, the sack magically reanimates its contents as a swarm of up to 10 HD with the plague zombie template (Bestiary pg 288, use a swarm of up to 10 HD as base creature). The swarm operates as uncontrolled undead and attacks the nearest living target, seeking out new prey if none is immediately available.

Typically, bats and rats are used for this grisly purpose, but necromancers with a dark sense of humour sometimes craft these items as barrels, filling them with deceased primates.

Requirements: Craft Wondrous Item, Animate Dead, Contagion; Cost: 1000 gp (750 gp + 250 onyx material components); DC 10 Spellcraft to create (DC 20 for Zim due to missing spell requirements)

PAK
Aura: Moderate Transmutation CL: 5th
Slot: - Price: 9500 gp Weight: 2 lbs.

Description: Made from the alchemically preserved carapace of a giant fire beetle, the PAK is a durable and useful item. It functions exactly like a Handy Haversack, but is also waterproof and more durable (Hardness 5 with 30 hit points).

When commanded to do so, the PAK can sprout two pairs of mechanical insectile legs. These extra limbs grant the user a 10’ enhancement bonus to their base land speed and look really f'ing cool. They can also be commanded function like Slippers of Spider climbing (see PRPG, enhancement bonus to movement does not apply to climb speed). Finally, the extra limbs also make the user more stable, granting a +2 competence bonus to CMD against trip and bull rush attempts.

Requirements: Craft Wondrous Item, Spider Climb, Longstrider; Secret Chest; Cost: 4750; DC 10 Spellcraft Check to create (25 for Zim due to missing spell requirements); 10 days to make (5 if adding 5 to DC to craft quickly)

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