The party
Neferitt – Seela Paragon lvl. 2 / Paladin 16
Shaith – Fire elf Wizard 1(with precocious apprentice feat)/Druid 7/Arcane Hierophant 10
Killian – Human Wizard 1(with precocious apprentice feat)/priest of Heironious lvl. 3 / Mystic theurge 10 / frost mage 4
NPCs
Rantle fighter 5/rogue 3/ranger 2/paladin of freedom 3/commander 4
July 30
When the party gets their bearings in the command tent they realize that it is the next day. The first thing that happens is that they are approached by a messenger from Seaquen, which informs them that they have approximately three days until the arrival of the airship. They are also tasked with trying to find somewhere between 10.000 – 15.000 soldiers to help with the defense of the town.
The party sits down and discusses their options. It is obvious to them that Dassen is a very logical place to go for help, and they expect Duke Gallo to help them out. Another obvious place to go is to talk with King Shaaladel of the Shahalest as he is still in town. Gate Pass also might be willing to help, as they just helped saving the city. Finally they think of General Magdus bring and the Ragesian rebels who has an entire army they could bring with them, Lord Gorquith and the Sindairese rebels, and finally there might be some allies in Innenotdar that could help them out.
The first person they seek out is King Shaaladel. He looks at them and says that their request is against the agreement they made with him. He will agree to change the wording of the agreement and put all his soldiers at our disposal, if they hand over the Torch to him. They decline his offer and leave the meeting without any soldiers.
Next they travel to Innenotdar, where they find a lot of new devastation. Some army has clearly been wreaking havoc at select places. Nefaritt wanted to talk to Nell about some help, but they cannot find him, but they do find a lot of blood on the ground.
DM note: Yeah, I am evil once more. As Nefaritt had a story with Nell, I decided that the unicorn in the airship would have to be Nell, so Pilus and his men made a detour on the way to Seaquen.
Next stop is Dassen, where they hope to secure a few thousand soldiers. They arrive late in the evening but are invited in like long lost relatives by the Duke himself. They tell him about the situation and he immediately put 8.000 men at their disposal. He tells them that it will take some hours to get them together.
They retire to the suites that Duke Gallo gives them and talk the day through. Killian is looking thoughtful. He tells the others that he heard a voice today, a voice that fills his nightmares and one that he will never forget. He heard the voice from the nightmare dream where he was ordered and forced to try and kill the others.
DM note: The nightmare that Aurana cast on them affected him deeply, so I decided that the next time they heard her speak he would recognize the voice.
Killian tells the others, that he is convinced that the voice belongs to Aurana, advisor to King Shaaladel. It gives them something to sleep on, or at least to get some rest. As Killian pointed out, the dream came to them the first time they refused to give Shaaladel the torch, it might come again tonight.
It didn’t.
July 31
The party starts the morning in good spirits. No late night attack and 8.000 men getting ready to assemble. They have discerned the location of General Magdus and journey to him with an uplifted mood. That changed after the meeting. They had fully expected to get his 5-10.000 soldiers, but they had forgotten that they broke a deal with him. He hadn’t.
DM Note: Remember, they promised that whoever found the torch would invite the other two to a meeting, to discuss what to do next. It does not help them a lot that Shalosha also broke the deal, as they are allied with the elves.
The meeting results in a shut door and no soldiers. They leave with the feeling that while Magdus might be against Leska, he is not a friend or an ally to the party.
The next stop is Lord Gorquith, whose location they have also found. He is more than willing to help them. It is almost a patriotic duty for a Sindairese to help in any fight against Ostalin. He can pledge 2.000 soldiers, which is the total sum of soldiers he has at his disposal currently. It will take a couple of hours to gather the men.
A bit frustrated, the party decides to spend the time scouring the area for a living creature to fuel the torch.
DM Note: And to vent some frustration at their lack of success.
After a successful hunt they return and take the army with them to Dassen. In Dassen the army is ready for travel. Killian asks Duke Gallo for a good hunting area, but the Duke refuses. Partly there is no guarantee and partly because the army is ready to travel now. Duke Gallo instead turns to the soldiers and asks for volunteers to give their life to fuel the torch.
Killian looks sick at the thought as three soldiers step forward. Killian had to make the choice as to whom he had to sacrifice for the greater good.
DM note: Or at least for the Torch.
He chose the man the seemed to have lived his live best, had fewest years left and was ready to meet the gods with raised head and a heart filled with the live they had given him.
DM note: At least that is what he told himself
Then they travel back to Gate Pass, where they find a camp in chaos. A ghost is loose, looking for the party while killing soldiers. The party hurries off and find Caela the ghost, Pilus’s former assistant. She is trying to get the torch, and fails miserably once more.
In Gate Pass they get 5.000 men and Rantle joins the party for the coming adventure.
Well back in Seaquen the army settles in and the party has a short time to admire the defenses that have been built. At Lyceum they are tasked with examining what is going on below the city, as there have been a lot of activity and the Headmaster suspects that it is part of the invasion plans.
As it is evening by this point, the party agrees to look in on the problem the next morning. And it gives them time to do some shopping to get prepared for the coming challenges.
August 1
Once more the party head out to the cliffs overlooking the sunken prison, and once more they travel into the prison and through the portal.
In the tomb of the pyromancer they find Longinus with 12 west wind monks. Killian asks him what he is doing, and Longinus starts to answes. He is interrupted by one of the monks that accuse Longinus of treachery for not killing the party, and then the monks attack.
Longinus melts into stone and the party kills off the monks. After they fight they have a long talk with Longinus. He believes that his brother will attack Lyceum with his biomantic contraption, something Longinus does not approve of. He will however not fight against his brother. He tells the party how to destroy the eye of the airship using the portal and the torch, combine with a scroll that he hands them
He then removes the warding that keeps the plane of fire at bay. Longinus finally tells the party, that if they kill his brother he will be their enemy for the rest of their lives. He acknowledges that his brother might not give them much choice, but nevertheless, if they kill him they have an enemy for life.
DM note: To their credit they did try take him out without killing him, it failed, but they tried.
And then Longinus disappears. The party head outside planning to spend the rest of the day preparing for the fight the next day, the third day when Pilus would arrive. As the leave the prison they realize that the Intel was wrong. Pilus has arrived with his airship one day earlier.
DM note: The aim of the chapter is to pressure the party on resources, so they did not get that last day.
They hurry back down to the portal, and following Longinus instructions they destroy Tempest’s eye. With that taking care of the party teleported back into Seaquen and the assembled army. Then, using the torch, they brought the army onto the deck of Tempest, where they were faced with the Ostalin army.
Only at that point did they realize how big the ship was. Both armies are surprised the first few seconds, and then the battle commenced. The party left the fighting to the armies, heading towards one of the entrances to interior of the ship.
Dm note: To the insides of the ship might have been a more fitting description.
DM Note; This is where the session ended, but I am writing the entire chapter, so I will ignore the break.
August 1 continued
It is very quickly apparent to the party that the ship isn’t built from ordinary building materials, but rather is composed of living material.
As they work their way through the insides of the ship they notice that magic is somehow siphoned off from the casters and into the ship. This makes the party a little uncomfortable. The sounds and feel of the insides make them a lot more uncomfortable. They also found that they could not teleport inside the ship
DM note: I made an effort of making gross squishy sounds accompanying their travel through the ship, at least in the beginning to set the tone. They really did not feel at home. The non-teleport was something I added to prevent them from jumping to the end with a greater teleport. I did not challenge their conclusion, as I had decided that inside the heart chamber you could teleport out and around – just not into the area where Pilus stood.
After the first few encounters they realize that they more or less entered the ship from the rear, and are now working their way upward through the body.
In the first big area, the stomach area, they find more or less mentally digested bodies in the walls, and they face off with Pilus, in meat form for the first time of three in their journey.
DM note: King Meat Pile as he was dubbed. The following clones were suitable named King Meat Pile II and King Meat Pile III.
They kill him off rather easily but learn that he has a somewhat nasty surprise when killed; he blows up.
In the lung area they fight a cloud giant who has a magical item that temporarily takes Nefaritt out of the fight, by grappling her and making her unable to fly. Fortunately the party manages to free her before things turn bad.
They bring the manacles after the fight, as they plan on using them on Pilus, and that way take him out without making an enemy of Longinus.
The journey puts the party on edge, but not enough to kill their lust for loot. At the end they arrive at the heart area, where they find some rooms. They take a lot of caution entering the rooms, but find that nothing is wrong, and the quickly set to looting the valuables. Rantle is asked to open the chest in the finely decorated room. He tries, but fails and even worse; he sets off the trap killing himself.
The party decides to cast a Raise Dead on Rantle as they see him as an important figure in the fight for freedom. After finshing looting, they head further down the hall way, setting off the next trap.
This time Shaith’s winged bear companion, as well as Rantle (again), turn insane.
Luckily for the party they manage to handle the challenge before things go wrong.
Finally, they arrive at the heart of Tempest, the control room where Pilus is connected to the ship.
DM note: And in the room were a lot of well-prepared enemies, as they did make quite a lot of noise with the trap fumbling.
Pilus sets off rambling like a good megalomaniac, telling the party that they are lost and that he will not be easily conquered. Actually he will beat them. They have heard it all before.
It is quickly apparent to the party that while Pilus and Khagan Onamdammin might be allies, they are not exactly on the same page on how to approach this fight. It takes a few rounds before the Khagan is pulled into the fight.
Pilus sets off with an evil combination, where he casts Time Stop, and when the time starts again, the party is facing an Earth elemental Monolith.
DM note: Thanks to Streamofthesky and his ideas for chapter 5, which I put to use in this chapter.
They beat the first monolith, but Pilus being a sorcerer just repeats his trick, and seasons it with a few well-placed wall of forces to split the party.
In front of him he has placed a wall of greater dispel magic, to make things even more challenging.
DM note: I also decided that some of the siphoned off magic from the ship was directed to Pilus’ allies, who cast their spells at a slightly heightened level. That made the monks quite a handful with their magic missiles on unprotected enemies.
While to low-level monks individually weren’t a challenge the sum of them with their spells meant that the players took quite a lot of damage in the fight, as they also had to focus on the Monoliths.
At the end, when Khagan Onamdammin could see that the fight was lost, he teleported away.
DM note: Thus revealing to the players that they could teleport as well.
In the end they managed to get in to Pilus in his cage and beat him to death with physical violence.
DM note: I wasn’t done being evil, as I decided that it would be in line with Pilus megalomaniac character to have cast Death Throes. If he couldn’t win, then no one should.
As he died, his body exploded blasting everyone, resulting in Rantle dying again, and later getting raised again.
Dm note: THAT move was not popular. The party absolutely hated it, and retrospectively I probably wouldn’t use it again. They found it in extremely poor taste, whether or not it would fit with his character. Luckily “only” Rantle got killed again, meaning that he will only be level 16 in chapter 12 if they call on him for help.
With Pilus dead, the ship starts blowing up. Luckily they now know they can teleport out, so they do so. Killian teleports to the deck of the ship, the rest do some quick looting and teleport to the ground. Killian decided to teleport both the Rebellion army and the Ostalin army out.
The Ostalin army surrenders and the battle is over.
DM Note: In the lava tunnels in the previous session the party met Glurthog the Huhhoad, but did not defeat him, as Glurthog hid in the lava when he was too much under pressure; regenerating. So they did not get Pyronax.
After the fight they experience an earthquake as the prison collapses, and out comes Hedrenatherax who just retrieved his sword. The party recognizes the fiend from the visions in the Temple of Echoed souls, where they learned that he was the reason that some elfs turned into fireelfs.
He has no fight with anyone, and no one feels like picking a fight, so he leaves with his sword.
End of chapter
DM note: Personally I think that the chapter went better than I had feared as it is the weakest chapter in the campaign.
The PCs did not appreciate the trip through Tempest, they felt it wasn’t in the spirit of the rest of the campaign. It was kind of a weird gimmick to make them enter through the rear and fight their way through intestines etc. They would have preferred having the ship built in some different way, where they could have faced opponents, and still have the living ship feel, without all organs.
I guess they have a point in the fact that, with all the traps and difficulties in getting through the ship, the ordinary crewmembers must have had another way to get around the ship.
The fight with Pilus was fun, but I did need to boost it some. The end of it was not to their liking, but that is not on the campaign but on me, as it was my addition.
Overall it was the weakest chapter, but it went better than feared.