War-torn Allumisia

A Town Outside Time
First Impressions Can Be Deceiving

Our adventure begins in the unseasonably warm springtime of Y.A. 721. Travelling north along the Heartline Road in southwestern Geador, a newly trained half-elf druid and his stalwart warforged companion make their way towards the forest town of Esham. Davian, newly trained by the druidic masters at the grove near Lake Mystuum, and Aldric (ALDC-78), his assigned guardian and protector, happen upon a lone tiefling camped along the Hearline Road in mid-morning, and question him as to why one tiefling needed three bedrolls. Sorrow, the tiefling, was perplexed from his apparently wild night and was unsure of who he bedded down with or why they were nowhere to be found. Regardless, they deduced that they had a common destination and decided to travel the road together toward Esham – now with five bedrolls. Aldric attempted to eat a breakfast of trail rations before realizing he did not in fact have a functioning digestive system.

The heroes made small talk as they walked, but the burdening heat soon became too much for Sorrow, his thick, hooded cloak nearly exhausting him completely. The party was forced to take a short rest beneath a shady tree along the path. This, and a few other short breaks delayed their progress. By late afternoon, the three adventurers crested a large hill overlooking a valley and were startled to see a small town which they did not expect to find, according to all of their maps. Heading into the town, there is no sign nor indication of what this town is or where it came from. Townspeople hustle and bustle about, never making eye contact with anyone, except for one lonely drunk in the middle of the plaza who calls out to the heroes on sight, warning them to leave and never return. They converse briefly, but before any answers can be given, a crossbow bolt from across the plaza strikes lovable Whiskey Bob in the stomach. Aldric and Sorrow help ease his passing a little bit, and he rewards you with a curious golden pocketwatch before passing and warning the party to be gone before the bell tolls twice. The watch is pristine and new on one side, yet corroded and worn from centuries of use on the other.

The party is torn, but before they can make a decision to stay or to go, the tall bell tower in the center of town rings out loudly, striking twice. Suddenly, the town is transformed. A shadow passes over the setting sun, leaving the town in a dusky twilight. The buildings suddenly turn from crisp, freshly whitewashed structures into rotting husks of a centuries-old ruin. The townspeople seem to be nowhere to be found, but as the group heads toward the tower and attempts to open the magical lock on the belfry (to electrifying consequences), a group of zombies and rotting dogs (or really big rats?) shamble towards them. The heroes dispatch them easily, and find among the bodies a runed key. Unfortunately, the key does not match the glowing runes on the padlock sealing the tower. At that time, Sorrow hears a noise from the inn across the square and everyone moves to peek in the window. More zombies are standing inside the inn watching the heroes, and the group charges in to do battle with them as well. Fortuitously, these zombies apparently held the key to the keep – well, truth be told, they probably just found it on the bar, but regardless, the group picks up the runed key after dispatching their foes and find a few treasures in the inn before heading back out into the street.

Found:

  • A curious golden pocketwatch
  • Three bottles of finely aged wine, vintage Y.A.601
  • One silver piece
  • A beautiful golden flute
  • 240 experience points each
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A Town Outside Time, part II
The Heroes Seek the Source of the Corruption

“Does this rag smell like chloroform to you?”

Earlier in the day, we looked in on the journey of one Keira, a human shaman from the nomadic tribes of the Tachan. Keira was led by her spirit companion on the same road which the party later followed into the dark town, though she passed through a number of hours earlier than the others. She headed straight for the inn for a warm brunch and tried making conversation with the innkeep and the serving girl, to little avail (one was a nonconversationalist, and the other couldn’t remember her name). Keira started feeling fuzzy and foggy as she continued her meal, and eventually staggered from her chair only to be taken by the innkeeper. She passed into unconsciousness as the portly innkeep held a cloth to her face.

“We need to go up.” “We just went up the stairs…?”

Meanwhile, later in the afternoon, our other heroes walked from the inn and watched from 30 feet away as Aldric inserted the newly found key into the magical padlock sealing the bell tower. In the process, he removes his crowbar left there from earlier and triggers the magical trap once again. The lightning burst momentarily deactivates ALDC-78, but he self-reboots after a moment. The heroes head into the tower.
In the foyer, the group is assaulted by a wave of necrotic force, and behind them the door slams shut and fades into the stonework – so much for the only way out of the tower. On the ground floor, they find a strangely well-kept keep with a blazing fireplace on each floor and a spread of food set out onto a table. They notice a couple sewer grates leading down into darkness, a small library where Sorrow picks up a copy of Weird Ways of the Western Orcish Tribes (the other books are written in a strange, unknown script), a chest containing a strange potion (Distilled Butterbush Leaves – a Potion of Healing) and a bag of gold, and a strangely barred room closed in by a bookshelf and a chair. Throwing the objects aside, the group charges in the final room to find a human female passed out on the floor. The revive her, and Keira joins the party.

Continuing upstairs, Davian successfully relieves two suits of armor of their fancy red feather plumes, and Keira summons Shadow, her Panther spirit companion. As Aldric opens the southeastern door, a stumbling corpse swathed in necrotic energy lurches toward him, and at his command another door opens, revealing two very large, very nasty spiders. Though Keira does fall momentarily, and everyone is considerably injured from the spider poison, the party defeats the creepy crawlies (and the zombie explodes in Davian’s face). The zombie was a wealthy scholar of some sort, and his footlocker contains a Content Not Found: robe-of-scintillation-1 and some more cash.

The party continues on up, finding more yummy plumes on two more suits of armor (and another bag of money). Atop the tower, the party encounters two more necrotic nasty walking corpses, this time clad in flowing robes of white. Psion Sorrow unceremoniously dumps one of them off the side of the tower, falling to its doom, and an enormous whirling burst of leaves and fire torches the other into a charred heap. In its cold, dead hand, the adventurers find a crumpled note in what Sorrow recognizes as Draconic. On its cold, dead head, the adventurers find a pair of really cool, blue glasses. Through the glasses, Sorrow detects a fine wire of necrotic energy being beamed into the bell from a warehouse down in the town, and the party considers how to leave this tower with no doors and no windows.

Fun Findings:

  • 70gp
  • Potion of Healing
  • 40gp
  • Robe of Scintillation
  • Arcanist’s Glasses
  • 200xp (each)
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Leaving the Town Outside Time
Torching the Tower

Our heroes find themselves on top of the bell tower. After Sorrow detects a wire-like beam of necrotic energy emitting from the bell above them to a warehouse across the street, the party decides it would be best to inspect the source. Before leaving, Aldric and Sorrow had another altercation which leads to Sorrow being throttled near the edge of the tower to prove Aldric belonged to no man. They eventually agree to terms of his existence and Aldric stresses the importance of his mission. The group collects themselves and makes their way a room with one of the sewer grates on the first floor. After Aldric eliminates the threat of the two other full barrels of wine, they make their way down the ladder and into the sewer.

The sewer is musty and rancid, reeking of death and vermin. The party follows a small stream of sewage until they are met by an festering undead rat, which soon attracts a few undead rats looking for a snack. The group easily defeats these death rodents, and continues to press through the disgusting sewer. They notice a living rat scurry past them and through a huge pile of debris that had collapsed part of the sewer. The group is forced to detour. As they continue, Aldric picks up a sound ahead of them which turns out to be an giant, gelatinous ochre jelly. The group notices there is an unconscious half-orc being consumed by the blob, so they decide to kill the creature in order to save him. In the struggle, the jelly splits in half which releases the half-orc and allows him to get to his feet and join the battle. The party vanquishes the two halves of the jelly, mends their wounds, and introduces themselves to Korgul the Mountain. Korgul makes sure to reinforce how he could have handled the ochre jelly himself, which the rest of the group had differing opinions about.

The group continues along the path, finding themselves on the same path of the stream before. They explore a small dead end and discover the dead body of the rat they saw earlier. They placed a marker by his corpse, and mourned the death of Squeakers. They move along and find a hole in the wall which turns out to be a hiding spot for survivors in this sewer. A group of four humans greet the party, and the survivors agree to share what they know about the town. The party continues on assuring the group of survivors they would be back for them.

Up a ladder from the survivors’ hideout, the group emerges in the street in front of the warehouse, noticing the streets are eerily barren. They open the door to the warehouse and on the second floor they find a man in red robes decaying at a desk in the center of the room and some doors along a far wall. Aldric, curious about the corpse, proceeds to punch him. This of course awakens the zombie, and it screams and attacks the group. After finishing the zombie off, the group finds a letter that falls out of the red robe. This fingers the corpse as a priest of the Raven Queen who failed in his mission to stop the evil bell’s power.

The curious party engages a lever by the desk, opening doors across the room revealing a zombie. The bell tolls once as the lever is activated, and the zombie bursts into nothing. Aldric activates the lever five more times, opening and closing the doors as he turns it on and off and tolling the bell each time, ensuring there was a connection. They decide to leave it on, and they break the lever leaving it in the off position. The group heads back downstairs, with the town now safely in the present again. They rescue the survivors from the sewers, and escort them out of the town. As they venture a distance away, the tower explodes from the overload of necrotic energy through the lever circuit. They hear cheers from the town, and notice the survivors from the sewers are almost in tears of joy that they are finally free. As they find the main road, the survivors decide to go south, offering the party money, which was refused, so they decided to take half.

Items found:
60 gold pieces
Stag helm
260 experience each
300 experience each (Major Quest Completion)

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Attack on Esham
But whodunit?

The stalwart adventurers, confident in their destruction of the evil, Orcus-powered tower, ventured north from the town to continue their mutual journey toward the forest town of Esham. As the sun settled its burdened globe below the horizon, they decided to make camp in a sheltered clearing near the road and settled down for a much-needed rest. Aldric, standing sentinel over the camp, rousted the others at dawn, and they broke camp preparing to go on their way. Suddenly, a blood-curdling cry echoed through the camp, and the adventurers rushed to investigate. As they broke through the underbrush into the next clearing, they arrived just in time to see a wicked black blade cut down the last of a border patrol and laugh belligerently. The sentient sword then noticed their presence and hurtled through the air toward them. After a contest of wills, Aldric intimidated the Khopesh enough to master its control, though it still echoes dark thoughts in his mind from time to time.

Finally reaching Esham, the party was greeted by a guardsman who convinced them to head to the center of town, where a historic non-aggression treaty was to be signed between Geador and Escardona. The packed square was in awe as the signing ceremony began, but before its culmination the city fell under a surprise attack. Assailants swarmed into the town before the gates could be sealed, and giant stones fell from the sky as guards from both nations scrambled to escort their dignitaries from the square, now ablaze with fire, death, and destruction.

The princess of Geador turned up missing during the attack, leading Guardsman-Lieutenant Eramus Silverstrife to temporarily conscript the tough looking group of adventurers in the square to find her. After a brief but frantic search through the area, they dashed down a side-street and caught up with the kidnappers. The brigands were easily dispatched, but during the scuffle, a number of large objects rained from the sky once again, but these rose out of a dust cloud to reveal a squadron of small golems. After a frantic fight which nearly claimed Keira for the grave, the princess was saved and the humans and the golems were defeated. On inspection of the lead golem, Aldric triggered a communication with the master of the golems, who revealed himself as the infamous Archmage Xanben Acidhorn. Acidhorn vowed revenge would be swift when his Death Warden reached them, but was laughed off to his dismay. The heroes escorted the princess back to her father and received the honor of meeting King Hestavarius III of the Kingdom of Geador, where they discussed their next steps.

In Short:
Defeated & subdued an insane blade, finally reached Esham and observed a historic treaty signing (well, almost), assisted in relief efforts from the attack, saved the princess, bargained with the king.

Things Received:
Deathstalker Khopesh +1
300 experience each
50 experience each (minor quest completion)

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Defending Esham

After receiving boons from King Hestavarius III, the party followed Guardsman-Lieutenant Eramus Silverstrife to the top floor of the central barracks in Geadoran Esham. There they heard the Guardsman’s plan to reclaim Esham from the unknown assailants. From their vantage in the turret-like top of the barracks building, the heroes got a bird’s-eye view of just how decimated the city of Esham was. The entire West Bank was ablaze, with fiery attackers surging against the guardsmen holding the bridges. The East City was a chaotic riot, but in good shape save for three large flames, the same three areas which Eramus pointed out as he described the tactical situation. The group agreed to strike out towards the southern flamepoint, a blazing lumber mill, under the assumption that easing the battle at one point would allow Eramus to divert extra firepower to the other two sites and win at those key locations as well.

After refusing a bit of firewater from the grizzled Guardsman-Lieutenant, the party struck out at a jog towards the mill, but were halted in their progress as they stepped into the melee massacre that was Main Avenue. Through skillful navigation and numerous displays of cunning and force (a twenty-foot leap, a giant illusory boulder, minor teleportation, etc.), they dispatched much of the mob and stole away down a side alley to reach their destination – a large building wreathed in terrible magical flame. Korgul called off the guards holding watch over the mill, diverting them to assault the northern watchtower, and the group worked their way into the mill from the rear, surprising a group of ruffians and pyromancers. The pyromancers were mostly able to complete their summoning rituals, causing three large fire elementals to burst forth into the fray and attack. Despite the powerful mages, terrifying elementals, and a pair of crazed sniper cousins, the party managed to peaceably subdue the terrorists and left them in the care of a passing guard to bring them to justice for their crimes.

In search of more guards to help bring the incapacitated lumber mill pyro-villains to answer for their crimes, the heroes continued east along the southern avenue to the southeastern gate and watchtower, where five determined guardsmen were barely holding their own against a horde of crazed marauders and fire cultists. Guardcaptain Nilindo refused to abandon his post to apprehend the lumber mill miscreants so as to keep more raiders from entering the city walls. As Korgul worked to erect a stronger barricade across the broken gateway, the rest of the party struggled to find a way to help Nilindo hold fast the breach. Aldric and Sorrow collaborated to conjure a giant spectral dragon atop the watchtower, causing many of the attackers to stop momentarily and consider their assault. To match the dragon, Davian whipped the winds outside the city into a frenzy while Keira wove spirits of elemental fire from the very fireballs being hurled at the city to form an impressive tornado of flame and destruction which completed the look of the young red dragon, causing the majority of the attackers to break rank and flee. The guards, standing in awe at the broken siege, cheered and saluted the heroes. Nilindo was confident that he and Roderick could handle anything after seeing the impressive display, and sent his three other guards to help at the mill.

In Short:

  • Met with Guardsman-Lieutenant Eramus Silverstrife and devised a plan
  • Fought through a massive street battle to reach the mill
  • Cleared dastardly pyromancers out of the lumber mill and prevented a firestorm, all while taking prisoners honorably
  • Saved the eastern front of the siege of Esham

Received:

  1. Battle Staff +1 (Eberron p109)
  2. Staff of Psicraft +1 (PHB3 p211)
  3. 1750xp / 5 PC’s = 350xp each
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A Furry Friend
Or, A Boy and His Direbear

Upon their return to the central barracks, the heroes met with Guardsman-Lieutenant Eramus Silverstrife briefly only to find that the King and his entourage had left without them! Eramus thanked the group for their assistance, publicly crediting them for saving the city (well, half of it) and pointed them in the right direction to pursue the king’s group. Before they left, he was also able to inadvertently identify the mysterious figure whom Sorrow sought. “I never forget a deserter,” he scowled, pointing out that this ‘Zane’ character deserted his post in the Esham Guard to leave north with a group of fanatical cultists, who are thought to have settled somewhere near Cyrium, capital of Geador. Sorrow thanked Eramus for the lead, and the heroes bid him goodbye.

The group passed by the governor’s keep, ringed with guards preparing to mount a rescue mission on the hostage provincial governor. Passing by, they expeditiously beat feet to the northern gate of the city. There they were met by a scholarly dragonborn who introduced himself as Hallistair Leer, a special assistant envoy to the king, who apologized for the change in plans. “King Hestavarius III is very sorry he was forced to depart sooner than expected, but royal duties necessitated his escort of Highlord Celedrir, ruler of Escardona to a safe route out of Geador now that the bridges at Esham are inoperable.” Hallistair accompanied the party out of Esham, and as they crested a hill leading out of the town and into the forest a large boom accompanied the demolition of the bridges across the Vitos in Esham. During an extended flight to gain ground quickly and catch up to the King’s party, the party noticed a point of magical light off on the northwestern horizon, which after a flyover by a group of crystal golems, expanded in a wave of magical power. A thick bank of stormclouds quickly expanded across all expanses of the sky and volatile red lightning flashed from west to east. A booming voice that could only be the nefarious archmage Xanben Acidhorn echoed a triumphant cry throughout the land that the Death Warden was released at last.

As the red-streaked sky continued to roil, wildlife ran across the path in all directions. Out of the shadows, a frenzied dire bear charged the party. Well, rather, it charged in the party’s general direction until Shadow’s protective instincts caused it to attack the bear and draw its ire. After a long, protracted battle which left a few adventurers on their backs, Davian found a spirit connection with the frenzied and frightened animal’s consciousness. He resurrected and healed the beast, named it Lola, and she accompanied Davian from then on. The group traveled a short distance to Lola’s cave to rest before completing the remainder of their trek.

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The Kidnapped King

As dawn crested the horizon, sending shafts of amber light through the mouth of Lola’s Cave, our heroes (now finally dried out) awoke to find the morning well underway and the road stretching out before them. After collecting and recentering themselves, they loped off down the road accompanied by a spectral panther and a hulking direbear. As they reached the northern fringe of the great forest and passed into the plains, the sky again began to darken menacingly and reverted to the evil red sky that plagued it the night before. Foreboding crackles of red lightning streaked across the surface of the storm, lighting the plane in an eerie, intermittent hue in place of the natural sunlight. And it was under this lovely sky that our heroes reached the old mining town of Tenstone.

At first sight of the town, Aldric sprinted forward, leaving his companions behind in sight of his immediate goal, reaching the king. The banner of King Hestavarious III and Highlord Celedrir were plainly visible above the roofs of the town. Aldric, and later everyone else, passed by a dozen abandoned mining warehouses and refinery buildings on their way towards the banners in the central square. After a mild uproar concerning Lola and Shadow’s presences in the square, our heroes were able to pass through the ranks of guards encircling the leaders of the land and, under a still-crimson sky, met with the king to form a plan of action. The king was utilizing an old mining tunnel which ran beneath the River Vitos as a means for Celedrir to return to Escardona and see to defense affairs about West Esham, as this point was the only possible crossing of the Vitos for miles on end. After shopping at the local smithy for a few well-crafted dwarven metal items, it was time to accompany the leaders down into the Tenstone Tunnels.

West of town, the road ran almost up to the riverbank before splitting off and spiraling into a wide, circular ramp which must have sometime been the first quarry of Tenstone. The base of the tunnel held a bejeweled archway commemorating the wealth of the mines in ages past. The party followed the King’s men through the tunnel, heading west under the Vitos, passing many side passages and old mineshafts along the way. A large underground stream bubbled noisily through the tunnel about halfway through. Eventually, the Highlord and his party were escorted safely to the Escardonian side, and the remainder of the group prepared to make their way back to Geador. With the rear now the front, the adventurers ghosted ahead of the procession to clear the way safely. As they passed by the stream once more, however, all hell broke loose behind them. Dark magicks extinguished all light in the tunnel, plunging them into darkness while the king’s party was assaulted. A wounded dwarf crawled out of a side passage and lit a torch to illuminate the scene of carnage. The kingsguard all lay bleeding on the stone, as well as a few dessicated corpses in dark robes, and the king was nowhere to be found. Upon interrogation of the dwarf, it was gleaned that a cell of death cultists were operating a sacrifice chamber to Orcus here in the abandoned mines and the dwarf had just narrowly escaped during the scuffle, though with a grievous abdominal wound (which was healed out of mercy). The party left the dwarf and dashed in to seek out the king… again.

The side passage twisted and turned, passing deeper into the ground and eventually turned into a smoothed passage with marble floors and regular, though dim, lighting. A spearspike trap managed to slice into a few unfortunate adventurers before being dismantled with Aldric’s silver-inlaid carpentry hammer, and Aldric managed to mostly avoid falling into a spike pit trap hidden below a false floor. Mostly.

The passage sloped downward from the pit and the walls and ceiling began becoming progressively smaller until the group was forced to nearly crawl through an opening and enter the ritual chamber of Orcus. The King was chained to the wall near a bubbling blood altar, and two death priests were chanting ritually to prepare for a great sacrifice. The audience of worshipers turned as the party entered the chamber and a bloodbath ensued. After slaying the cultists (then trying to resurrect one, and then giving up and damning his soul to eternal torture inside the body of Orcus) and freeing the king, Sorrow investigated a few chests of supplies on the altar, finding a bit of treasure and a set of bracers for Keira.


Flame Bracers +1
2 Potions of Healing
550g (iirc)
350xp (iirc)

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Along the North Road

Drip… Drip… Drip… Drip… … …

The sound of the giant blood shrine atop the dais, far below the town of Tenstone, accompanied the heavy, tired breathing of five intrepid adventurers and one very battered noble. The cultists of Orcus lay scattered through the chamber in bloody heaps, and the group takes a moment to catch their breath while seeing to the well-being of King Hestavarious III. The king explains how he was overtaken by the cultists in the tunnel, and was seconds away from being a blood sacrifice to the death god. He surmised that the cultists wanted to gain great power through the great sacrifice of a ruler, or perhaps to create a new vessel for their deity to take physical form. Blood continues to drip from the altar and run down the stairs as the heroes escort the king out of the evil chamber and back through the mines.

Back in Tenstone, the king’s small retinue is shocked to see the king returning without the kingsguard, but guarded closely by the five strange adventurers from Esham. The king sent a messenger out to a local temple to send a cleansing team for the shrine to Orcus, and the party decided to wait in the inn for the night before accompanying the king northward toward the capital city, Cyrium.

After a few filling meals in the common room and a good night’s sleep, all the king’s men all the king’s remaining men loaded up the horses and carts and the caravan struck out onto the road. It wasn’t long, however, before the sky began to darken once again, and the ominous red lightning sky returned to haunt the sky above. After a few hours of the daytime darkness, the surrounding wildlife hushed to silence abruptly. A flock of birds burst, startled from the treetops to the west, then a flock erupted from a tree slightly closer. The party had a feeling that something was coming towards them, and assumed defensive positions, only to be charged by a fearsome squadron of strange and savage creatures. Bright red, beady eyes darted about sharply from the heads of two misshapen, grotesquely humanoid rabbits who charged in atop large wolves and lashed about with sharply barbed whips. It took determination and fortitude, but the heroes were able to defeat the bunny knights, with the last straggler being ridden down by the mounted heroes.

The party gains:
300 XP

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Back to the Future!
Or, Wibbly Wobbly Timey Wimey

With the killer bunnymen dispatched, the caravan continued on the north road toward the city of Cyrium, Capital of Geador. At the appointed time, the red lightning ceiling once again rolled back and revealed a clear, beautiful afternoon sky. It was a few hours after that, however, that Sorrow first noticed through his Arcanist’s Goggles a disturbance in the flux of reality just off to the side of the road, and called a halt. After he had pointed it out, the others were able to discern it clearly, a growing ball of energy steadily increasing in magical density. The beleaguered warriors again prepare for a fight, as Aldric correctly identifies the energy ball as the receiving end of a teleportation ritual. As Korgul approaches to punch the center of the energy sphere, it bursts into a light blue circle, 4 feet in diameter, a hole in the seam of reality – and out flies a surprised old man decked out in mystical robes and accouterments. He is immediately identified as Geadoran High Archmagus Darius Manaborn.

The activation of King Hestavarious III’s emergency transponder apparently reached Darius, who was far to the east at Acyrna, only after a long delay caused by interference from the large number of magical ley-lines the signal had to cross to reach him. He immediately took flight to try and reach transport range of the king to spirit him from danger. In his haste, however, he botched the ritual of summoning, and instead teleported himself to the king’s exact location, which happened to be on the road at that very moment. After a brief explanation of this, Darius conferred with the king and produced a small glass sphere. Upon tossing the sphere ahead up the path, it burst and expanded into a massive portal, the size of the entire road, and the party rode through, into Darius’ private mage tower and magical research pavilion, where they found food, drink, and rest from the travels at the convenient location just north of Cyrium.

In the morning, the group was called to meet the archmage in his audience chamber for a debriefing of their assistance on the king’s journey from Esham. After happening upon Aldric and gathering up Korgul from the dining hall, they gathered into the antechamber to wait for their number to be called. Shadow, being… well.. Shadow-y, decided to paw at the mystical fountain of placid water in the center of the room. Seconds later, Shadow was sucked in to the fountain itself. More seconds later, the rest of the party was pulled into the giant magical singularity formed inside the fountain. Sorrow clawed desparately at the door guard before becoming insubstantial and falling into it himself.

The fabulous five [sic] hurtled through space and time before falling hard into the consciousness of another group of adventurers from the distant past, who had just buried their companion Tomas, a casualty of the great civil war. Before leaving the graveyard, they were assaulted by a lich and his undead minions. Upon his defeat, he tore the graveyard asunder and launched the party into a dank undersewer, where Brug (the brick) decided to pry open a leaky grate, covering himself in human excrement. Carric decided to ghost ahead and scout out the source of the hammering sound they were hearing, whereupon he encountered the arcane workshop of a wizened old man, who instantly recognized Carric’s presence and reacted – violently. The party managed to talk the old man down from flinging fireballs and lightning bolts long enough to approach his workshop, wereupon they rounded the corner to see the old man leveling another staff at them.

At that moment, Carric’s eyes fixed on the object of the man’s hammering – a life-sized metal automaton, deactivated, standing next to a table. Strapped to the table was a defeated middle-aged man who’s eyes widened as he looked back at Carric, and into his strikingly familiar soul. Carric instantly screamed in terror and phased out of existence into a flash of grey ash. The violent reaction then destabilized the rest of the group, who phased out similarly, and the party found themselves again in a formless void of space and time, hurtling downwards once again.

Sorrow, Davian, Keira, and Korgul found themselves falling again into the correct body, and an icy cold washed over them as they were flung from the fountain and back against the walls of the room. As they collected themselves they noticed the absence of Aldric, and heard the sound of a crying child. Around the central pillar supporting the fountain, the group found a small human child, seemingly newborn, who began to grow exponentially before their eyes, to form the exact same human they saw on the table in their timey wimey flashback. Krom Grimrock regained his consciousness and uttered a primal scream into the chamber. After a brief conversation leading to the belief that Krom was indeed the freed soul of Aldric, reborn by the Raven Queen and hell-bent on revenge for his soul and those of his counterparts. Krom lifted his hand to the sky and a wicked black greataxe emerged from the fountain and he snatched it from the air. Wavethorn thought he had found a new master to subjugate, but despaired openly at the feel of Krom’s large fingers wrapped around the hilt. Icy cold, oily water poured out from the fountain over everyone in the room, forming a protective barrier of armor over each of them. Just then, the door to the audience chamber opened….

==
The party loses:
1x Armored Life Defense Construct, Model 78

The party gains:
Davian: Immunizing Armor +2 (AV46)
Keira: Lifegiving Armor +2 (AV47)
Korgul: Skybound Armor +2 (AV52)
Sorrow: Robe of Scintillation +2
Krom: Armor of Resistance (Necrotic) +2

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Hot Tub Death Machine

The door opened, revealing a very confused Archmage Darius Manaborn, who had no knowledge of the temporal properties of the beautiful marble fountain in his antechamber. He answered the party’s questions to the best of his knowledge, through they were somewhat in disbelief at his innocence. He invited them into his personal audience chamber to hold their debriefing and strategic council, while servants brought a hearty luncheon. After a lengthy exposition detailing the guardianship of King Hestavarious III on his flight from Esham, through the trials of Tenstone, and the remainder of the road to Cyrium, Darius thanked them for their service to the crown, and asked if they might be interested in a new duty. He detailed the events which led up to the current situation, including the power surge and shifting of magitemporal ley lines around the long-forgotten city of Myrrth, and the reports of a giant crystalline golem carving a swath of destruction on its path southeast from the desolate city.

With a little convincing, the party agreed to assist in saving the world from this behemoth. Darius provided a number of small gifts to help on the way, including rituals and a special ritual candle for contacting him, as well as fresh horses. The party collected their things and headed out, planning to stop in the nearby capital city, Cyrium, to resupply before heading out on their journey west. After a few run-arounds in the marketplaces and specialized sales areas, the party made their way to the western side of town, where they had dinner and a few too many drinks at a local tavern. They then decided to spend the night in a local inn before heading out. Thus, they found themselves settling in to the luxury suite at the King’s Ransom, just north of the western gate.

Midway through the night, their sleep was interrupted by a cadre of assassins who appeared to be vertically bisected humanoid creatures who bubbled and hissed while fighting with sword and poison crossbow. With the assassins defeated, and Korgul nearly killed by the cleaning cycle of the suite’s hot tub, the group settled down for rest, once again, this time with a dire bear guarding the door.

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