Brides of Orcus! (4e KotS- Complete)

Pour

First Post
We've had three sessions already, so here's the summaries so far. I've inadvertently veered pretty far from the adventure as written, but when you're on the spot you tend to kind of make it up as you go. I'm pretty happy with the result thus far.


Session 1: Destiny Beckons...

Along the King's Road...
Six heroes, inspired by holy quest, wanderlust, or perhaps the hefty rewards offered by the Great Church, made their way north on the King's Road seeking information about a possible death cult forming in the frontier region.

As the climate cooled and the wilderness grew more untamed, they spotted the small, walled town of Winterhaven crowning a distant hill. Yet often it is said when the prize is within reach the ground falls from underneath, and so it was as the group was suddenly ambushed by five tiny, blood-scaled lizard-men. The people of the hinterlands called the wretched race kobolds.

Ambush!
They brandished spears and waved steel bucklers, javelins strapped to their backs, yet the party was quicker. Though some fumbled their attacks, within half a minute the group had slain three of the five. Alien beams from between the stars, shrieking twin arrows, arcane missiles and good old forged steel bore down. Before long there were only two kobolds remaining.

The ranger spotted others behind the boulders, which made themselves known when their minions began to dwindle. Three were armored in white dragon scale, bearing large singular scales as shields and wielding short swords. Across the road, taking advantage of the rock cover, laid a slinger in wait, who launched a pot that glued the dragonborn and ignited the wizard.

Dragon Roar
In the middle of the battle, a distant, echoing roar resounded from somewhere within the woods... less than a mile's distance if the group had to guess. They were able to identify the cry, that of a dragon. And considering all the white scale around, it seemed logical to assume a white.

Catch the Kobolds
As the battle grew more dire for the enemy, one of the dragonshields fled for the cover of the woods (presumably to get reinforcements). Through a painstaking combined effort, the wizard managed to finish the kobold just before it entered the safety of the tree line.

The slinger soon found itself alone and tried to flee as well, but another combined effort stopped it just short of its goal. The battle was over. The threat of reinforcements contained.

Camping for the Night
The ranger decided to scout the region while the rest of the party collected the corpses, looted them, then buried them. Camp was made and a watch set.

Intruder Alert
During the warlock's vigil, he heard suspicious rustling enough to warrant waking some of the others. He and the fighter investigated, the wizard shedding light enough to reveal fresh footprints leading away. The cleric advised not separating and watch continued. Around 4am the wizard spotted an elf woman lurking in the underbrush, sword drawn. She lowered it when she was discovered, studying the group as they traded words.

Ninalya: Friend or Foe?
The cleric acted as spokesman of the group, relaying their non-aggressive intentions. The elf, who said her name was Ninalya, the head of the Winterhaven Scouts, seemed skeptical- with a group camped not much more than a hundred feet from the town, armed in a hotbed of strange kobold activity. She eventually offered to escort them into the city peaceably if they agreed to be questioned by higher authorities. The group was hard-pressed to trust her, but she seemed genuine enough for their insights. When the cleric let slip news of a white dragon, however, her expression dropped to one of disbelief.

White Dragons and Winterhaven
The warlord seemed to recall a bitter history between Winterhaven and White Dragons. A hundred years ago, the town was ruled over by white dragon masters who used them as slaves and play things. However, the town was somehow able to lift their affliction, some say through dark and mystic dealings... Needless to say, Winterhavians despise white dragons and fear their very mentioning.

Entering Winterhaven... As Prisoners?
Ninalya led them up the road and through the city gates, waving to the guard and labeling them "prisoners for Valthrun". They nodded, while the party looked more than a bit unnerved. She passingly mentioned that it was all just formality, and despite a close reading of character, she seemed to be telling the truth.

Valthrun's Tower
Ninalya led them through town, the group getting an early morning tour (aka the streets deserted). They came to a three story stone tower with a large, oak door. The elf knocked three times and it opened of its own accord. She motioned for them to enter and, after some study, the group followed.

She bid them wait in a comfortable foyer while she climbed the stairs and vanished. During this pause, the group seemed ready for anything, but a few minutes later the elf returned leading an ancient half-elf by the hand.

Sage of the Stone Tower
History told that a hundred years ago Valthrun was a young champion pivotal in the overthrow of the white dragons. His schooling in arcane lore has made him a powerful sage, capable of many ritual magics, and his staff is something of a local legendary item.

He appeared a corpulent man with a cheerful face framed in shaggy white hair, wearing rich green and brown robes. His initial image might have belied his age but for the creaky, slow way in which he moved down the steps and the necessity to lean so heavily on his staff.

He offered his guests food and drink, then had a seat. As Ninalya took orders to give to the serving girl Lena, the Winterhavians' gazes lingered long on the dragonborn. Obviously, looking like a dragon did not help one's standing in a town once lorded by them. The wizard vouched for him and, perhaps because he was a fellow half-elf, Valthrun lightened up again.

He asked why the group was in his town, to which they said a partial-truth, that they were adventurers looking for excitement and wealth. He studied their words carefully, more questions likely to come, but their food arrived and they took a moment to eat. Lena dispensed of the plates, proving to have a rack that nearly required its own platter. The half-elf's stare was met with a slight blush and she disappeared back into the kitchen.

Thus ended the session.


Session Two: Trust

Discussions in the Stone Tower
Ninalya discovered the ranger lingering outside town and led him back to his friends in the stone tower. There they discussed more about the kobold menace, Valthrun growing visibly nervous at news of well-organized kobolds. When the half-elf offered the group's aid, he jumped at the chance to accept, marking a place on their map where his apprentice had stumbled onto the kobold hideout. He charged the group to enter and exterminate the little vermin, as well as the masterminds behind their organizing, be they dragon or other. The group's reward would be a personalized magic item each!

The cleric asked if he could spare anyone for their cause. The jolly old half-elf called for his apprentice Kalarel, who fell down two flights of stairs before striking a pose on the foyer. He was barely sixteen, in purple and green robes, with a fire wand on his hip. He pledged his services to the group, accidentally lighting one of the couches on fire in the process. The wizard put the blaze out, in the same instance suspecting the apprentice of being not quite as bumbling as he acted.

The group then departed, splitting into teams of two.

The Smithy
The fighter and the warlord went to the smithy, where they haggled with a stubborn dwarf named Thair Coalstriker over making a suit of cold resistant plate. When all was said and done, the bumbling apprentice foiled the deal into 60 gp and a leftover suit of the cold plate, as Thair seemed to despise the boy. The dragonborn, pondering tearing the smith's head off, begrudgingly agreed. It would be done by next morning.

Wrafton's Inn
Meanwhile, the warlock and ranger scanned the town, looking for anyone suspicious. Being it was 6am, they hardly found anyone at all, though did manage to follow a farmer into the local inn. There they had breakfast, only to be interrupted by a stern looking warrior with a wolf's head helm. He asked if they were part of the group who'd come into town just recently, which they replied yes. He then asked if "that elf" took them to Valthrun. They nodded again and he ordered them to follow him and meet the "real lord of Winterhaven".

They went off to find the rest of the group first, Ron waiting by the inner gate.

Temple of Avandra
At the temple of Avandra, the cleric and the wizard met Sister Linora, who took an immediate liking to the dwarf. In an act of unreasonable trust, she asked if he was part of the group The Great Church sent, to which he lied and answered no. Disappointed, she revealed her woes to him just the same, a terrible suspicion of an Orcus cult active in town.

The cleric bristled at the name, recognizing Orcus as the greatest of demon lords who seeks to convert all creation into undead and replace life with unlife.

Finding this temple legitimate by normal Avandran standards, the cleric agreed to help her uncover anything that might suggest a cult of Orcus in the region. She gave him 50 gold to aid in his investigation. He then promised to return for services.

Group Meeting
The party regrouped in a deserted alley to discuss their next moves. The cleric would attend temple services, taking Kalarel with him. The ranger would use that time to scope out the temple for any clues. The rest of the bunch would meet the lord of Winterhaven, the entire party agreeing to reconvene back at the inn afterward.

Enter the Ranger!
The ranger sneaked to the entrance of the temple, hearing the sounds of mass behind it. As he quietly pushed the door open, hoping to be like a shadow in the background, the hinges unceremoniously crumbled and the entire oversize door crashed onto an old woman in the back row. She screamed as her legs broke backwards at the knees.

"Bathroom?" He asked sheepishly, pulling a splendid bluff.

The entire room gaped before Sister Linora responded. "Two doors to your left."

Needless to say he drew the entire worship to his position. The dwarf was able to heal the woman and those in attendance fawned and gasped over Granny Winsome. Ironically enough, the bathroom stunt allowed the ranger to slip through the temple unmolested.

He found little out of the ordinary at first, a kitchen, bathrooms, the priestess' living quarters, a second floor tabernacle and empty space beyond that, but in the library a little searching uncovered a woeful tiding. Hidden in the bookshelf was a black leather tome wound in red ribbon and sealed with a wax stamp of a demon's head. The ranger took it and departed.

The Lord of Winterhaven
Captain Ron met the warlock, fighter, warlord and wizard at the inner gate, escorting them towards three of the largest buildings in town. They entered the well-kept, stylishly-landscaped, many-windowed, guard-watched, ancestral gray stone manor with the name "PALDRAIG" carved in the ornate keystone.

Led down a well-furnished hall, passing several of Winterhaven's regulars, Ron stopped the party in front of a heavy oak door. He asked them to leave their weapons behind, which the group begrudgingly agreed to. Entering, they found a middle aged man with coal black hair peppered with gray and a large, black mustache sitting behind an expensive-looking wooden desk. Lining the walls of his study were many dragon items and artifacts, from fossilized eggs to a skeletal claw, a jar of lizard eyeballs and a few sculpted likenesses. There were also displayed scales, mostly white, and a mounted longsword on the back wall with the plaque beneath reading "Integrity".

The half-elf decided to lead negotiations after a leave of his senses, demanding to know who the lord was. Taken back, he firmly answered Lord Paldraig of Winterhaven and asked who the hell the loin cloth wizard was. Not to be outdone, the wiz then asked what he was doing here, to which Lord Paldraig scoffed that this was his office.

The wizard faded into the back of the group as Captain Ron shut the door behind them, sighing. Surprisingly enough the normally quiet warlord stepped up, explaining their adventurer cover story and their run in with the kobolds. Lord Paldraig eventually admitted to suspecting much fouler play than kobolds, but would not discuss more with a dragonborn present.

The wizard vouched once more for his comrade, but had little standing with Paldraig. After asking how his friend could prove himself, the lord paused before offering them a job. If the group could investigate rumors of dark rites being practiced at an ancient dragon burial ground outside town he would trust in them, and reward them all handsomely besides. As a show of good faith he gave the group 100 gold and sent them with his blessing.

Before they left, the wizard bothered to ask if there was something going on between he and Valthrun, since Captain Ron seemed displeased with the sage. The lord frowned, revealing that Valthrun had grown too bold in his well wishes for the town, having started giving orders and making strategic plans of his own accord, things that should be left to the lord of Winterhaven. The Winterhaven Scouts had even defected to his service, while the Winterhaven Regulars remained loyal to their ancestral master. Though he thinks Valthrun means well, Paldraig's patience is at its end. A town with two lords giving orders is nothing short of chaotic, especially should trouble arise.

The wizard then asked what could be done of the matter, to which the lord plainly said the ending of the kobolds and their hidden masters. With all these dark portents gone he could restore rightful order. The group then left to meet with the rest of their number.

A Secret Meeting at the Inn
The group rented a room at Wrafton's Inn, closed the shutters and locked the door. The cleric conjured a perimeter of silence and they discussed all that had transpired. After some amount of debate, everyone decided it best camp outside the town, unsure who was and wasn't part of the cult or loyal to dragons. They would return in the morning for the fighter's new armor, then likely investigate the kobold headquarters or the dragon burial site.

Dragon Attack!
Speaking of dragons, only ten minutes outside town the group was ambushed a second time by a more powerful group of kobolds and their white dragon leader! The creature was immense, though several arcana and nature checks proved it a big-boned youth. The fighting was fierce, and perhaps would have been even harder without the well-placed sleep spell that neutralized the little ones. A few coup de graces and a hard side battle later, the group was free to deal with the scaled menace.

During the fight, the warlord was nearly slain, though the cleric's impressive appeal to Pelor shined a healing prayer upon his allies. Steel, arrows, and baleful magics combined to overcome the seemingly indomitable behemoth. When it finally fell, it managed to crash land on the cleric, though luckily it was only the wing from which he crawled out from under.

Taking the Head
After looting the corpses and realizing there was no way they could drag this several-ton dragon to town, those with blades hacked and hacked and hacked the monster's head off, intent on dragging it to Lord Paldraig for reward and prestige...


Session Three: Against the Kobolds!

Enjoy the Head
The party dragged the head the rest of the way to town, shocking the wall guards and quickly attracting a huge crowd at the gates. In an instant the group became celebrities, provoking cheers and gawking. Even the dragonborn earned his place as one of the "Heroes of Winterhaven".

With an escort of guards to separate the group from their rabid fans, they were taken to Paldraig Manor where a stunned Lord Paldraig offered them a thousand gold for the prize. The group accepted, then asked to stay in his expansive mansion. The lord, so preoccupied and pleased by his purchase, gave them an entire wing of his mansion, complete with library, bedrooms, kitchen and a servant staff.

Paldraig also pledged two Winterhaven Regulars for the group's future disposal.

Smithy
The fighter and cleric went to pick up the new armor, finding Thair Coalstriker a master of his craft. Dawning the exquisite set of armor, the dragonborn was given a battleaxe for free in honor of their great dragon slaying.

Feast of the Winterhaven Heroes!
The group was informed there was to be a feast in their honor. Long tables were set up in the market square, streamers and ribbons abounded, musicians prepared their instruments and many, many a keg was tapped.

That night the heroes entered the feast escorted by guards to find six hundred guests, the entire town, cheering, swooning, clapping and laughing with joy. Among them were Sister Linora cheering for the cleric, Valthrun, Ninalya, Kalarel, Lord Paldraig, and a sober Captain Ron. Even Granny Winsome managed to come out and celebrate, though she kept her distance from the ranger.

As the night progressed there was singing and dancing, drinking and game playing. Hundreds of people came up to the group, shaking their hands, asking to hear the story of their victory, and sometimes leaving small gifts like meat pies and flowers. Then the dragon head was carried out on a platform, fully stuffed and with its eyes replaced by fist-sized rubies. Everyone cheered all the louder and took turns rubbing the nose, if for nothing else than to say they touched a dragon's nose, and many claimed it was good luck.

The group drank little, but for the dragonborn, who got so tanked he was impressing ladies by blowing cones of poison at random objects and watching them fizzle. The wizard had long since departed back to the vacant manor with Valthrun's serving girl Lena and some said they could hear the noises even from the village square.

Kalarel and Ninalya Slip Off
The ranger noticed the apprentice and the head of the scouts slip out of the city. Hesitant to follow, he ultimately did, tailing them down the King's Road and to the dragon's headless corpse. From there the two disappeared into the woods.

For the next few hours the ranger skinned the dragon for more hide, enough to make everyone in the group a suit, and returned to the Smithy. Thair would have the cleric's suit done by tomorrow morning, and the rest done two days after that.

A Talk with Ron
The ranger collected the group and met with Captain Ron, explaining what he'd seen and what he intended to do. Ron, stone cold sober and looking particularly bothered by the news, explained where they'd disappeared was where the kobolds' headquarters were. He assured the group he could take care of the town, and looking as bad ass as he did with a wolf's head helm, dual swords, and an eye patch, everyone believed him. If there was the be an attack on Winterhaven, he would have the group attack the kobolds first.

Unable to find the wizard, they collected the drunk dragonborn and followed the tracks, which led them all the way to a waterfall which spilled over a high hill and into a modest river. The lair entrance was right behind the falls, but the group was in for a fight to enter.

Versus the Outer Guard
Many kobolds were stationed outside the lair, including slingers, ninjas, minions and a praying dragonshield. It seemed they were massing for what could be an attack on the drunken town. All of the kobolds wore black, tar and soot dumped over their armors, in what the group suspected mourning for the death of the white dragon (and doubled as great night camouflage).

In a series of frightening guerrilla tactics, the group began picking off the kobolds one by one, weakening their resolve and sending them into rushed, brute tactics. Some fell for group-laid ambushed, or barrages of arrows, or long-range spells. Little by little the enemy thinned, though it might have been sooner had some of the group not critically failed a few of their attacks.

When all the enemy lay dead, the group took a short rest and decided to end the kobold menace once and for all.

The Vanguard
After a quick peek from the ranger, the fighter charged in through the waterfall, killing two minions before they even knew what hit them. The ninjas and minions attacked, even calling for more aid, but all fell before the party's terrible might. A bold statement by the cleric had him fighting in the front lines, only to welcome the next surge of enemies...

Irontooth's Posse
The second wave was a much tougher brigade including minions, a wyrmpriest, ninjas, dragonshields, and a white dragonborn sporting a nasty battleaxe. He referred to himself as Irontooth and vowed the group's horrible end.

The group made quick work of all but one of the minions, a feisty creature that never seemed to miss. The wyrmpriest was taken out not soon after, as were the ninjas. Through steel, arrows and frigid starlight Irontooth was beaten back. However, the white dragonborn managed to hack the cleric into collapsing.

The cleric quickly began bleeding to death, but the group was focused more on preventing their own demises and killed off the dragonshields.

The Death of a Dwarf
With the cleric helpless and dying, the same bold minion sawed the dwarf's head off. Then he plopped it on his own head and tied it with the dwarf's beard, screeching in victorious, bloody frenzy.

A Prisoner Gained
Moved by the fall of a comrade, the surviving group went on to defeat Irontooth and eventually the lone, death-defying minion. The dragonborn wanted to slay him outright, but cooler heads prevailed, as Irontooth likely had some valuable information.

Meet the Dragon Lord
As the group collected themselves, a deep, resounding laughter shook the cave complex. Suddenly the waterfall entrance froze solid. As the ranger "quietly" turned the corner, he came face to face with a MASSIVE white dragon's head, much larger than the one they dragged back to town, connected to a huge neck, bulging shoulders, a winged body and snaking tail.
 
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Nebulous

Legend
It's always interesting to see how DMs take the same story we've all read and twist it to their own campaign. I like the dragon angle you're using, although i hope the party doesn't have to fight an ancient white at 1st level. TPK!
 

Pour

First Post
Haha nah, they just leveled to 2. :p

Well, I'm hoping they use a little diplomacy, thought hopefully not use the drunk dragonborn as group spokesman... In any case, I'll let you guys know.
 

Pour

First Post
Session 4: Revelations

Behold! Paledoom

Like a cat stalking a clutch of mice, the white dragon slipped into the chamber with supernatural grace and circled the group. Being so near his body was unbearable to all but the cold-warded fighter, and hypothermia quickly began setting in. In a display of power, he launched his polar breath against the warlord and the warlock, pinning them to the wall in icy sheaths.

Paledoom, as he was called, was convinced the group was sent by the bold death cult to finish him off like they had his son. They quickly denied such allegations, which the dragon sensed true. He spoke, then, of the great offense committed against him for all the killings of kobolds and kin. He would consider sparing the pathetic pawns before him, even spare Winterhaven and leave this land, if they would agree to do him a favor.

With little choice but accept or fight this blizzard-made-flesh, the group agreed, and was charged with going to the burial site of Paledoom's father (the same burial site Lord Paldraig had marked on their map) and collect an ancient relic, looking like a crystal demon skull. They had till nightfall, precious few hours away, or else he would kill the two group members stuck to the wall.

The warlock weakly shivered "H-Hurry..."

The Risen Claw of Tiamat
However, their numbers so thin, they cradled the dwarf's limp body and severed head, calculating a stop at Winterhaven before the burial site, then a fight and returning, may take too long. Paledoom said he could return such a weakling to life, but it would come at a price only the dwarf could pay.

The dragon took the pieces of the cleric in his claws and breathed a silvery mist, which fused the dwarf whole again. It also twisted his armor to reflect scales and horns, paled it to white, bleached his beard and injected a blue tint to his skin. When his eyes fluttered open, they were a glowing blue.

Placing the cleric back down, the dragon spoke, "Rise, Claw of Tiamat!"

And so he did, no longer loyal to Pelor, but Tiamat, five-headed goddess of chromatic dragons. Edgier, darker, perhaps a bit more bloodthirsty, he turned to the group and grinned. He then turned back and showed proper respect to the dragon, who gave his blessing and reminded they had little time left.

Burial Site
It took little over an hour to reach the burial site, the group coming upon a sunken excavation amidst a clearing in the woods. A grandiose dragon fossil peeked half-exposed in the dirt. It seemed they were too late, for a collection of human rabble, two black-scaled guard drakes, a halfling slinger and one wiry, bowed jester gnome in soil-stained motley were already within. In the gnome's gnarled grip glowed the crystal demon skull.

A middle-aged man, balding and overweight, squirmed beside an open treasure chest, screaming for muffled help.

The Bane of Dragonkind
The cleric immediately knew of the relic in a sort of epiphany, likely brought about by his conversion to Tiamat. One hundred years ago white dragons lorded Winterhaven. The young, desperate Valthrun made a deal with demons, specifically Orcus, to rid his town of their masters. Orcus gave him the Bane of Dragonkind, a crystal demon skull, which could ward and even slay dragons given the proper sacrifice. Valthrun felt so guilty after using it to free Winterhaven that he buried it with the dragon he slew, hoping to never again have to deal with dragons, demons, relics or the consequences of his decisions. However, one cannot bury the past forever...

Undoubtedly, Paledoom wanted the relic in order to destroy it and rid the world of such a potent weapon against his race.

Quick, Bloody Work
The group had little trouble dealing with the slinger, rabble and simple-minded guard drakes, slaying them in a speedy, brutal fashion. Of the incompetent gnome, the wizard froze him in place, to stand and watch his doom fast approach.

The Vengeful Pirate
In a moment of sadistic glee, the wizard sought the end of a fleeing rabbler, a pirate by the looks of him, though fate saw that he escaped into the deeper woods, crying "Argggh! I shall seek me vengeance one day!"

Cruel Questioning
The half-frozen gnome shivering at knife and spell point promptly wet himself, which then froze on his leg, spawning a mad cackle mixed with a desperate sob. Keka, as he called himself in his ramblings, was quite insane, as jester gnomes tended to be.
With the grim dwarf throttling the wretch, the group learned that he was sent by the death cult to retrieve the relic and keep the dragon at bay while they finished their rituals in the keep. He also revealed his master was Kalarel! The bumbling apprentice was in fact a death priest of Orcus, the wizard having always been suspicious of his act. They also learned Ninalya was a member of the cult as well, and that within the keep they thought to open a doorway to the demon lord. They had two of the three scriptures in their possession and the stage was nearly set.
When he revealed that he knew exactly where the third scripture was, in the ranger's boot, the entire party was shocked. Questioned how he knew, the crazed, frightened, impulsive gnome answered simply, "Because I'm the :):):):)ing :):):):)!"

Having had quite enough, the dwarf took his hammer and slammed the gnome's neck until it turned to jam and the head separated from the body.

The Archaeologist from Clover Field
In all the excitement, they'd nearly forgotten about the man gagged and tied behind them. While he had been crying for muffled help before, he looked quite frightened, especially of the cleric. Un-gagged, he was questioned in much the same manner as the gnome.He revealed himself as Douren Stahl, whom some in the party already recognized. He was an archaeologist out of Clover Field hired by Kalarel to excavate the dragon burial site. Before he could even identify the crystal demon skull he uncovered, he was ambushed and captured. He knew nothing else of his employer's plots or intrigues, or the group's, and wanted to know nothing else, begging to be spared.The group ultimately kept his hands bound, re-gagged him, and took him with them to the dragon's lair before their deadline was up.

Paledoom's Delight
The group returned, Douren in tow, just minutes before nightfall. The dragon released his hostages after seeing two severed enemy heads. The dragon cleric presented the most important head of all, that of the relic, Bane of Dragonkind, which provoked a deep, pleased laugh. He took the crystal skull in his claw and crushed it into sparkling powder.

The group then asked if Paledoom knew of Orcus, which he did, as well as the scriptures that were needed to open a rift to him. He did indeed. The ranger posed a hypothetical what if we had one of the scrolls, how could we hide it, to which the dragon smiled in answering that his lair is properly shielded from magic prying. After some debate, the group decided to give the Third Scripture of Orcus to Paledoom to keep safe in his hoard, a mighty addition to his collection which earned them great favor (and actually spared them, as the dragon thought to kill the murderers of his son up until that point).

He informed the group that because this lair had been compromised, he would be moving elsewhere in the region, taking his hoard with him, and so would keep it safe even from themselves.

To Call, Collect (Heads)
The ranger asked if there was any way they could reach the dragon now that he was leaving, should they have need to warn him or seek his aid. He said the magic cairn circle in the nearby wilderness could call him after one day and one night, granted there was a blood sacrifice, or if 7 heads were ringed around the stones. The dwarf's eyes lit up.

An Offering
Before leaving, they asked the dragon a bit of advice on what to do with Douren, who knew too much about the relic, the scroll location, and their plans. Chuckling, Paledoom said he would accept the offering, which was certainly what he thought was implied.

The morally-challenged ranger could not bare to watch as his group offered the man up, leaving the lair. In a violent fling, the dragon spun Douren in the air and bit down on his midsection, popping his head off for use on the cairn and swallowing the rest. Then he began preparing to move lairs.

The changed dwarf gleefully collected his three heads and plopped them on the cairns before leaving, promising five more soon enough.

Return to Winterhaven
Returning to town an hour after dusk, they found Winterhaven strangely quiet, but for a little noise and lights out the inn. There was a noticeable pall on the place, a silent menace.

Speaking to the inner gate guards, who looked very relieved to see the Heroes of Winterhaven alive and well, they said the town was in knots over the lights up at the old keep. They feared it something even worse than the damnable kobolds.

They cheerfully allowed the group to pass, as did the manor guards, and the group returned once more to Paldraig's study, complete with its new mounted dragon head. The lord was very pleased to see the group, even more with news the kobolds were no more. However, their suspicions of the death cult and Ninalya and Kalarel's definite involvement quickly dampened his spirits. He pledged every single regular to bringing the stone tower to justice. He also gave each group member a sizable sum for their troubles.

The group split then, half heading to the temple to check in with Sister Linora, and the others visiting Ron at the warrior's guild to collect the needed soldiers for an assault on Valthrun's home.

Scouts vs. Regulars
Approaching the warriors guild to inform Captain Ron of all that had transpired, the cleric and the fighter heard a battle going on behind the closed door. Thinking nothing much of it, it being a warrior's guild after all, they decided to draw their weapons before entering just the same.

What they found was a desperate battle between the scouts and the warriors, split down the middle of the expansive room, archers and two-weapon wielders on one side and shield-bearers and two-handed weaponers on the other. In the far reaches an epic struggle raged between the lithe, lethal scout master Ninalya with her blurring blades and the wolf-helmed Captain Ron bearing down with a sword of fire and another of ice. Several combatants from both sides laid scattered, disemboweled, pierced, slashed or otherwise dead.

The Death of Ron
The group members fought alongside the warriors, the cleric casting a powerful boon which weakened Ninalya and healed the warriors. Likewise, the fighter threw two missed javelins aimed for the scout leader's head. In his eagerness to help, the dragonborn also released his potent acid breath, which accidentally hit the old, rotten rafters. They sizzled and burned through, causing the entire roof to depress and threaten to fall within several seconds!

The dwarf called for the warriors and Ron to get out, dashing out himself and inciting a stampede of scouts and warriors fleeing for their lives. The dragonborn called to the captain one last time before leaving, who called back, "Go now! Save yourselves! And save Winterhaven!"

The fighter clear, in a great splintering, whoosh and final crash, the roof caved and the entire building collapsed. A radius of dust kicked up which masked the already darkened area. The alerted ranger and wizard quickly rushed onto the scene.

Battle of Market Square
The surviving scouts spilled out into the street, followed by the surviving warriors. In a quick and brutal battle amidst the cloud of debris, the group and the regulars ran down and slew the traitorous elves before they could flee to the shelter of the tenements, where they'd likely have taken innocent hostages as shields and bartering tools.

Searching the rubble, the group found the crushed, mangled remains of Captain Ron, several scouts and several warriors. Ninalya was no where to be seen. The ranger managed a remarkable feat of tracking which led him to Valthrun's, while regulars dispatched to deliver Ron to the temple and news to Lord Paldraig.
The Wizard's Message
Unsure of Valthrun's allegiance, especially since the ranger tracked Ninalya's blood trail to the back door of the stone tower, the wizard decided to send a bird messenger with news of their death cult findings. The sage's response would decide much, though the half-elf had a hunch and a wish that Valthrun was an unwitting pawn.Missing SisterDuring their waiting for a response, a regular returned to the square and informed the group that Sister Linora was missing, her private chambers and library in shambles, but that a temple attendant would care for Ron's body until the priestess could be found and the captain returned to life. High Alert
Another regular came to the square not long after with a message from Paldraig asking the party's aid in migrating the populace behind the inner gates and into the barracks for a town meeting and subsequent enlistment into the militia until the evil had passed. The warlord and warlock volunteered, while the rest watched as the messenger bird landed on the wizard's finger.

Valthrun's Response
The sage spoke of their news as grave indeed and that his apprentice, elf ally and serving girl had fled, taking many scrolls and books with them. He wished to see the group immediately, to impart their gifts and tell them of the Keep. A suspicious four group members eventually judged the ancient half-elf to be telling the truth and went to meet him.
The Giving of Gifts
A worried-looking Valthrun waited in the first level foyer, his promised gifts prepared along with a curt greeting. Ever courteous, he invited the group to sit, where hot venison and warm cider waited.

The sage hobbled to each group member in turn and bestowed on them their promised magic item, assuming the kobolds finished, and now worrying about the wizard's message. Of all the gifts given, the first alarmed the sage the most, for it had been a holy symbol of the Great Church, but when taken in the dwarf's hands twisted into a five-headed dragon symbol of the goddess Tiamat. He gave the cleric an alarmed look, but said nothing more, continuing his distribution.

With much still needed to be said, the venerable half-elf rested heavily on his golden staff, standing before the flickering fire, about to regale the group with the harrowing tale of the Keep. Perhaps some detail would save their lives, or reveal the means in which they'd lose them...
 
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Session 5: Into the Keep

Legend of the Keep

Valthrun explained the grim history he shared with the keep:

"The fort was so old, no one remembered why it was built. It had always stood upon the foothills, a monument to empires long fallen. Dragons had overtaken these lands since those old kingdoms fell and we were slaves below them. That was the reality we knew. But there had to be a cure for their domination... I studied long hours in the Stone Tower, under my mentor Finius, until I stumbled upon an ancient tome. It explained the keep was a safeguard against a tear in reality, a portal into the Shadowfell.

The Shadowfell is a realm of darkness, a black mirror of our own, where all things malevolent lurk, including a demon god named Orcus. I thought I could somehow harness the portal to throw off the shackles of our dragon overlords, thinking anything better than a life under their heartless whims. How wrong I was..."

Valthrun's Lament
"I ventured to the keep and braved the terrors, delving to the final chamber before the shadowy portal. There I made a pact with a nameless voice, what I knew in my heart of hearts was Orcus. He agreed to help Winterhaven achieve freedom if I was willing to help him achieve the same. I said yes." He looked most ashamed. "A blood-red demon arm the size of a giant's tore through the portal, opening its massive claw and giving me a crystal demon skull. With The Bane of Dragonkind I could destroy the town's oppressors. And when I was finished, I would return with three women and three scriptures hidden in the catacombs of the Avandran Temple to fulfill my end."

I used the crystal skull against the ancient white dragon Polarbite and slew him instantly, but the cost was my brother Keegan's soul, cast out of his body and into the ether to forever roam the world as a tortured ghost. The crystal skull, you see, exacted a terrible price for its terrible power, the suffering and loss of the one you love most." He sighed so heavily you though he might succumb and fall into a troubled sleep.

A few moments later, "The surviving white dragons fled, leaving me a hero, a lonely, wretched, rueful hero. Shattered and nearly mad, I buried the skull with Polarbite, hoping never again to deal with dragons, relics, demons or my own guilt."

He clenched his eyes shut, pulling slightly at his shaggy mane. "Yet every night Orcus haunts my dreams and reminds me of my end. I have endured his obscene nightmares for nearly a century! Magic staves much need for sleep and my guilt outweighs any sort of demonic torture or offering." He draws the sweat from his brow. "However I fear Kalarel, my ambitious apprentice, was not so strong-willed... From the news you've told me, he has turned, and used the knowledge in my tower to help realize my greatest shame. Ninalya with him."

Brides of Orcus
He looks up into the group's collective eyes, seeming to stare into each member's soul. "Please. You must undo the folly I began a hundred years ago. You must go into the keep and stop Kalarel before he sacrifices the Brides of Orcus. Their deaths will activate the portal and from there the scriptures will begin to pull the demon god through. Please save them. Save us all... Oh Lena, dear, sweet Lena..."

And it dawned on you then that another woman was missing, Sister Linora, perfect candidate as a Bride. But the third? Why not Ninalya herself?

The group asked if there was anything else he could tell them, to which he answered Ninalya was an arachnophobe. Kalarel, on the other hand, had no weaknesses besides his occasional cruel streak. He was Valthrun's finest student.

The sage granted permission to look through the kitchen for signs of the sneaky elf who came in the back door. He also warned that his magic showed goblins, hobgoblins, bugbears and undead lurking in the keep.

Looking for a Snack
As the ranger searched for the blood trail, which seemed to have been hastily mopped up so as to throw off such pursuit, the fighter wandered into the pantry and pulled down a particular shelf in his own pursuit of a snack. The pantry compartment groaned downward, revealing a long, dark, winding passageway. The dragonborn was most upset, but the group was quite pleased.

They decided to get some much-needed rest before venturing in, taking watches through the night, all of which were uneventful.

The Long Tunnel
After a little arguing over the best way to proceed down the tunnel, light or no light, who goes first sort of things, the party traveled a long three hours in absolute darkness before hearing guttural, goblin laughter, the slapping of guts, the tearing of meat, and the chitter of rats. Torch light flickered down the ways, revealing an opening into a chamber.

Goblin Guard Room
The group blitzed into a room of goblin guards, quickly disabling a drawbridge allowing access to a rat pit that would have made things MUCH more complicated. The ravenous swarm aside, goblin sharp shooters still managed to fire in the chinks between armor and seriously injure the warlord. However, tragedy was averted thanks to some quick team work, wise healing, superior fighting prowess and sound tactics. In little time the filthy cretins were done for.

Feed 'em to the Rats!
In a unanimous decision nearly spoken all at once, the group kicked the corpses into the pit, getting rid of the evidence. In no time at all, the filthy rodents had picked the bones clean.

Goblin Excavation
The group chose one of many possible routes to take, entering into a dug-out room with a half-dozen goblin diggers and three pet guard drakes. They were arguing amongst themselves atop pillars of preexisting floor linked by wooden boards which teetered over an excavation ten feet below. The fighting seemed to be over the lack of treasure supposed to be in the area.

The wizard cleverly sent a few spells that made it seem nearby goblins had insulted each other. Fist fights erupted, giving the perfect opportunity to barge in. However, the group did not attack, as the fight looked like it would have been a hard one. Instead they posed as superior officers in the ranks, demanding to know why no treasure was found.

Those not busy fighting meekly asked if Balgron had sent the group.

Balgron the Fat
Some in the group recognized the name of the infamous goblin smuggler, pimp, extortionist, thief and rapist. He'd terrorized the whole of the region for some time, escaping justice more times than a goblin could count. He was a bully and a leader among his people, now apparently in the employ of Kalarel.

Get Back to Work!
They ordered the goblins back to work, which they scurried back to without much trouble, though the guard drakes seemed less impressed with the act. They slowly began to stalk forward, unfamiliar with the group's scent and so trained to attack.

You Killed Fluffy!
A goblin managed to tug two of the monsters away, but Fluffy the alpha drake was unconvinced and leaped for the fighter's neck. Between the dragonborn and the ranger it went down swiftly, causing much of the room to jolt and double their digging efforts. The goblin trainer began to sob uncontrollably, having raised that drake from an egg, and the other drakes howled in mourning.

Bustin' Down Doors
The group returned to the guard room and from there chose another door to explore beyond. However, it was locked, and no matter their skills, no one seemed capable of picking it. Luckily there was another answer and the door was promptly broken down. Discolored stairs led down into dank, rotten darkness.

Terror Runes!
They emptied into a shadowy, cold cellar with expansive, winding halls, pillars and chambers. It smelled of death. Upon the floor, some noticed strange Y shaped runes, what the cleric and wizard were able to identify as Terror Runes. They would send any who stepped over them into a reasonless panic brought about by necrotic energies.

Unable to deactivate them, the group tried jumping over, which most failed. However the cleric was able to empower his allies with the fortitude of dragons and they fended away the fear. Moving further into the gloom, the ranger leaped over another rune and into an occupied room.

The Living Dead
A horde of rotten corpses of various races awaited him, swarming as two more-intact zombies shuffled forward from an opposite hallway. He fired on two, reducing them to puddles of gore, yet still the survivors (so to speak) came.

Toss the Dwarf
With the collective oomph of the group, they attempted to toss the cleric over the terror rune... to no avail. The Claw of Tiamat fell face-first onto the symbol, only to rise, brush himself off, glare backwards and walk on by. As the terror runed activated with a shriek, the dwarf matched it with a louder dwarf-dragon roar.

Second Death
Through a combination of combative might and holy energy, the rotters and the zombies were bashed, stunned and liquefied. Perhaps they would now find a final rest...

The Danse Macabre
And turning the corner, the group came face to face with a grim collection of zombies ready and waiting. One sported tattered leather wings and a hollow, sunken face. Another was immensely obese, splitting at the stitched seams with maggots and entrails. A third was cloaked in billowing cold, its blue bones glowing from beneath its blanched flesh. A fourth was a hunched Doberman missing its skin, simply bone and sinew and dripping red muscle. A fifth was conjoined twins stitched side by side, with four arms and deformed claws, that walked on backwards legs like some abominable cross between corpse and emu. The sixth was a naked, leathery crone seeping a wretched stench that steamed green and attracted a cloud of flies.

The collective smell nearly made you all vomit, to say nothing of the horrid sight. It was going to be a tough fight...
 


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First Post
Cool. Glad you like it. With school starting up, I just hope I can finish it before my players are consumed with their schedules.
 

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First Post
Session 6: The Shadow of Orcus


Warlord's Wrath!
Faced with the imposing zombie battalion, the tiefling lifted his sword and struck down with such a terrible bite against the corpulent leader that even its maker Kalarel shuddered from the impact. Ruhiel's hell-doomed ancestors beamed proudly from their fiery pits. The warlord cut the stitched hulk from gizzard to gut and spilled its many steaming entrails onto the ground. If zombies could be demoralized, they would have been, but to everyone's shock the mass of guts began to writhe and formed a smaller monstrosity dripping blood and gore.

Oops
Mike the Mystic, so inspired by the show of martial genius, conjured an icy terrain to blanket the zombies. However in his haste he miscalculated the spell's detonation and cast its freezing blast over the group, sending all but the cleric onto their backs, frozen over. The wizard bashfully dispelled the cold, but they were still on the backs, and if zombies could laugh they would have.

Cold, Dead Hands
Speaking of cold, the chillborn zombie lurched forward, making its way to the warlord freshly prone. It wrapped its cold, dead hands around the tiefling's neck and dragged him into the center of the room, strangling and freezing him at the same time.

The barbarian was struck with burning bile from the crone zombie, the rotwing raked with raw talons and the skinless hound ripped and bit. Most decided to keep safe in the entryway, but it was looking ill for the warlord and barbarian whose bravery might have hurled them toward early demises.

Hossler
As fate would have it, part of the ceiling crumbled away and a distant but growing "sssshhhhhiiiiIIIIIITTTTTT!" marked the entry of a human fighter who crash-landed near the warlord. He got up, cursed a little, and began killing the zombies with a giant blade. He landed a nasty blow on the chillborn, inspiring the others to crawl out of their entryway and finish it. The warlord was spared.

Victory
Through the combined might of Draxis's greatsword, the stranger's fullblade, the skill of Nahte's marksmanship and Ruhiel's tactics, the arcane sting of Solux and Mike the Mystic, and divine prayer of Kildain, the seemingly-impossible odds were bested.

The group was clear to pass into the third level, but took a short rest to bind their wounds and pass introductions and tactics. The fighter called himself Hossler, a hired blade out of Greyhawk sent by The Great Church to help the group if he could or pick up their quest if they'd failed.

Now seven strong, they delved deeper into the Keep...

Sir Keegan
The took a wide set of stone stairs into a small antechamber with two doors. A distant wailing, what some might have suspected another falling fighter, was instead the agonizing herald of a ghost. Spectral blue, armored, looking like a half-elf with a ruined face, something about his crest seemed familiar.

Solux recognized this ghost to be a specter, someone that suffered such an agonizing demise that he was bound to a material spot pertinent to his death, in this case the Keep. Ruhiel used his impeccable historical knowledge to deduce this was Sir Keegan, the brother of Valthrun, cast into an eternal torment after the Bane of Dragonkind was used to kill Polarbite.

Recognizing this specter as a friend, and he them, the group asked him what he knew of the keep. Sir Keegan warned that beyond was a dark ritual tied to the release of a demon known as Calufaux, Lord of Bones and King of Massacre. Though Kalarel could not summon Orcus directly without the three scriptures, he could summon something powerful enough to retrieve what he needed and kill even Paledoom (the dragon who held the third scripture). Three Underpriests of ample divine power worked beyond, protected by the surviving Winterhaven scouts as overseen by Ninalya herself.

When asked how they might free him, he said the Keep must be utterly destroyed, leaving every stone turned. It sounded impossible, but didn't discourage the group in the least.

Covert Op
For sake of time, sneaking around and to the final chamber might have been in the group's best interests. Nahte did a quick peek of the layout, discovering a series of broken walls and small rooms with doors that might serve as suitable cover along the way. Mike was able to create an illusionary third scripture, while Keegan created his own noisy diversion and the group circled around.

However Ninalya was no fledgling scout, but an elf of hundreds of years experience. She spotted the group making their way around and called an alarm. The Underpriests stopped their chanting to come destroy the group, while the scouts began slipping into better firing positions.

Into the Room
The group decided it best to hole up in a room and let the enemy come to them, though easier said than done. After hopping rubble and making sure everyone entered, various plans were attempted and abandoned in the meanwhile, like extinguishing the chamber lights.

But before Ninalya could fully unleash her offensive might, Mike trapped her within an arcane maze of mirrors, effectively neutralizing her for a long eighteen seconds in the heat of growing battle. The dwarf took up the rear, slamming the doors shut and tying them with rope, allowing only one way in or out of their small stronghold. They readied for whatever might come at them.

Shooting Gallery
While some thought it a foolish strategy to hole up, the tactic proved sound, bottlenecking enemies into concentrated points of attack, whether by arrows or magic. Anything tougher than a minion was then forced to charge a melee wall before reaching the ranged attacks, a pursuit that proved deadly. Soon numbers were culled into something much more manageable.

Captain Ron Avenged!
Ninalya finally broke free of her maze, coming against the tied door with a magical arrow volley that shattered the barrier into a rain of splinters. The group was waiting, striking out at the nearest Underpriest and sending him into oblivion not long after. Then attack was concentrated on the leader of the turncoat scouts herself. Though devestating offensively, Ninalya proved something of a glass cannon and was brought down by the black, tendrily Hands of Ihbar. Called by Solux, they strangled and broke the elf before dragging her into the alien void beyond mortal perceptions of reality, to a place between stars called The Far Realm.

The Fleeing Priest
The surviving Underpriest ran for the fourth level, desperate to warn his master of the impending attack and safe his own life. However the group managed to clear the chamber as they bolted after him, taking him down before he could even reach the door.

A short rest was had to bind wounds and apply healing powers. There was also the matter of loot, which turned up a collection of well-made but mundane things. These included a vellum note...

Kalarel's Note
Ninalya kept a note from Kalarel describing a ritual she could perform in the graveyard in order summon up an undead force capable of destroying the party, however it seemed she never had a chance to use it thanks to the groups smart actions. It also mentioned a password to enter the fourth and final level he was in, "Magic found, in the ground, make a sound, so I can come on down..." (haha thats not it, but pretend it was)

The Cathedral of Shadows
Slipping down into the final chambers, the group came upon a horrid scene. A great cascade of blood endlessly poured from seemingly out of thin air, forming a great pool that seeped into four large grates and helped power an abyssal ritual ministered by Kalarel at the far altar. Pale, thin, and somehow unearthly, the young apprentice was more menacing than any other monster yet faced, as he loomed before Sister Linora and Lena. The women were bent over and bound to the altar, about to be stabbed, with the first two Scriptures of Orcus spread over their breasts.

Verses the Wight
Sneaking might have been an option... but Ruhiel accidentally fell down the stairs on his way in, landing hard and obviously at their bottom. This alterted the nearby wight, a bleached undead woman with crackling violet energy about her and wicked-sharp claws. Sensing the need to reach the altar, Hossler volunteered to take on this pale bitch himself.

Further down the way were two skeleton warriors guarding Kalarel's altar, and something even worse along the eastern wall...

Tentacles
A tall, wide, yawning portal held something barely at bay within its inky dark, something that pushed desperately to pierce the veil of worlds and enter the cathedral. It must have been Calufaux, and by Mike's assessment he was nearly out. Perhaps the heads might delay his entrance, though if both women were sacrificed all would be for naught.

Without delay, Kildain charged the portal with his sack o' heads a swinging. He tossed them in, but when he reached within fifteen feet of the portal massive shadow tentacles leaped out and grabbed him. The sound of denting armor and popping bone echoed throughout the chamber.

Brawn and Bone
Nahte was able to delay Kalarel with a well-placed volley, but this drew the ire of the skeleton warriors, one of which managed to mark him, the other attacking the warlord. So began a difficult struggle with the stronger-than-expected skeletons as they kept the ranger and the warlord, and even the barbarian, busy throughout much of the final struggle.

The Evil Circle
The ranger shocked Kalarel out of his ritual and provoked a wilting curse, but Nahte resisted. Discouraged, Kalarel teleported into a blue, fiery runic circle before the portal. He seemed to glow then with a dark power and soon delivered another beam for the women on the altar. However the ranger managed to intercept him with a volley, one that ruined his attempt and drew the Scion of Orcus's full attention on the dangerous group.

Within his circle, Kalarel proved on the fringes of the group's abilities, but even as Kildain broke free of the tentacles, it wasn't long before they found a new meal in the death cult leader himself. It was a wonder whether or not Kalarel planned this from the start, but even as he was sucked in and swallowed, the group knew something bad was about to happen.

The Grell
As Hossler finished up the Wight, and the skeletons seemed on their last legs, what remained of Kalarel was spit back out of the darkness. He was inside out. A gory mess, his head began to swell before it split entirely, leaking his steaming brain onto the floor. It grew at an alarming rate, the boy's spine and cords becoming as tentacles and a beak emerging from between lobes.

Mike was able to identify it as a Grell, a putrid aberration that used psychic powers and craved living brains and sentient slaves. It wrapped its tentacles around the barbarian and began to thrash him against the ground, over and over, dislocating his arms and bloodying him.

Might of the Mystic!
Attack after attack was thrown against the Grell, all the groups effort slowly positioning against it, and slowly it began to show signs of injury and wear. But the ranger was down, the warlord with him, and coup de graces seemed in the near future. That is until Hossler returned to the main party and dealt with the skeletons.

Once Kildain revived the warlord and the ranger, the final push began, arrows, blades, magic and divine power focused like seven beams against the once-human. When it came to final blows, however, it was Mike the Mystic with his trademark Magic Missile that did the trick, the force orbs piercing the mutant's brain and exploding it against the back wall. It dropped like so many hundreds of pounds of flesh, dead.

The day was won.

Fall of the Keep
The portal began to tremble, its last chance at birthing a demon denied it, and instead it began to suck everything toward it, beginning with the stones of the very keep! Quickly Mike and Kildain untied their respective mistresses and the party fled the damned halls. Magic roaring and crumbling rock followed them all the way out until, on the grassy slopes near the Keep, they watched as the accursed structure caved in on itself and fell entirely into the Shadowfell. So moved, Lena took Mike right then and there, as Sister Linora did Kildain. The rest might have watched, or just returned to town, where a cheering village awaited them.

Thus is the story of The Saviors of Winterhaven, and so concludes Keep on the Shadowfell (my version of it, anyway...)

Epilogue
During the coming two weeks, the group helped rebuild the warrior's guild, gathered the proper reagents for Sister Linora to raise Captain Ron from the dead, and hid the two remaining Scriptures of Orcus (one in the local Church of Avandra and the other in Valthrun's Tower). Lord Paldraig commemorated those whose remains were utterly destroyed in a newly-formed Fast of All Shadows Day, which would be observed annually to remind the village of what transpired.

It wasn't long until The Saviors of Winterhaven were summoned back to The Great Church's headquarters in the city of Greyhawk (off the map). They would always have homes in the frontier town, though, and friends in Lord Paldraig, Valthrun, Captain Ron, Sister Linora, and in Mike's case the serving girl Lena, too.

However it wasn't all happy endings. Sister Linora, on learning of Kildain's conversion to Tiamat, was appauled by what she had done with him on the grassy slopes outside the ruined keep. She disowned the cleric then, but couldn't bring herself to turn him into The Great Church for heresy. Instead she warned the dwarf to disguise himself and his accursed symbol of the dragon goddess while in Greyhawk and especially inside The Great Church's headquarters, The Cathedral of the Ten. And so he did, thawing his beard, dawning subtler armor and making it a little less obvious that he was a draconic supplicant (Consider how you look on the Welcome Back poster to be you in disguise).

Given horses, the Saviors of Winterhaven made haste back to Greyhawk where they were given cash rewards and promoted to Inquisitors of the Great Church. After the ceremony and annointings, however, came another mission.

The Shadow Rift Awaits...
High Priest Ohgma motions you all to sit in his hearth-lit study, circled with shelves choked with religious treatise and historical tomes. There he explains that Kalarel was only the beginning, one of many dedicates to Orcus attempting to pierce the Shadowfell. Though his threat has been neutralized and the northern rift closed, Inquisitors suspect others have come into being, torn by other foul entities and evil individuals loyal to the demon god. Unable to summon Orcus directly, it's unsure what the death cults' next moves are.

How many rifts have been opened? Where? For what purposes? These questions are now your ultimate objectives. All the realm tenses for what they sense is something terrible and wicked on its way, but it is up to you to find out the specifics so that preparations can be made, preventions attempted, and at the worst battle plans drawn.

The trail begins with a brass key, discovered on the corpse of a Shadowfell monster called a Dark Creeper intercepted running a message in Greyhawk itself! Find what the key goes to and find the first clue in an undoubtedly larger plot.

Experience: LEVEL UP 4 (experience totals now equal 3,750)

Magic Items: Blade of the Final Word (Draxis), Rod of Malign Conveyance (Solux), Keegan's Aegis (Ruhiel), Veteran's Leather (Nahte), Bloodthread Longcoat (Mike), Terror Axe (Kildain), Whiteflame Armor (Hossler)

Money: 1000 gp each

Loot: 7 deeds and keys to Winterhaven houses, 210 arrows, 7 longbows, 6 longswords, 12 suits of medium leather armor, 3 maces, 3 cultist robes, 2 suits of medium chainmail, 4 suits of medium hide armor, 6 hand axes

Quests Completed:
1. Prevent Orcus's or Any Other Demon's Return
2. Close the Portal to the Shadowfell
3. Exterminate the Death Cult (The Great Church)
4. Save Sister Linora and Lena (Valthrun)
5. Topple the Keep (Sir Keegan)
6. Protect Winterhaven (Captain Ron's Dying Wish)
 

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First Post
At this point I considered buying Thunderspire Labyrinth, but with a subscription to DDI I decided to hop into The Scales of War adventure path with an Orcus/Death Cult bent. I've also changed Overlook to Greyhawk. Needless to say it's been interesting adapting and altering things.

We begin with the level 4 SoW adventure, Shadow Rift of the Umbra Forge, and add on three new characters: Hossler, Human Sellsword Fighter from the end of our last adventure; Brugagh, Half-Orc Barbarian [Draxis's Player]; and Velasong, Shifter Bard and our first girl player and character [Solux's player's girlfriend]. Tack onto the huge shifts in story the added carnage of 8 players. However this 7th session was played without Mike the Mystic and Nahte the Ranger, who couldn't attend.)


Session 7: A Darkening Future

The Mission
Under the breathtaking vaults of The Cathedral of the Ten, in the offices of High Father Ohgma, old friend and new Inquisitors gathered for a mission of utmost importance to The Great Church. Kalarel was only the beginning, one of many cult leaders spread across the frontiers of the Nentir Vale and regions of Greyhawk. Though the group managed to close the shadow rift beneath the ancient Keep near Winterhaven, others are being opened across the map.

This puzzles the church since the group made sure to spread the Three Scriptures of Orcus, which are needed to pull the dark demon god into the world. Rumor spread of other dark lords attempting to breech the veil of worlds, or discover some other way in which to bring about Orcus's apocalyptic arrival.

The only lead the church has is a brass key found on the intercepted and slain body of a dark creeper, a foul and twisted halfling native to Orcus's throneplane known as the Shadowfell. Father Ohgma gave the key to the group and charged them with finding the importance of the key, for surely it would unlock the larger plots now working in Greyhawk.

In Search of Truth
The group departed the cathedral and struck out into the vast city of Greyhawk, largest and most powerful in all the continent of Flanaess. A daunting task, to be sure, Solux decided to begin at the inns, rumor mills and hubs of information about anything and everything.

The first inn, The Hairy Ape, was a seedy joint run by a greasy man named Quegod. Quite willing to talk, all he seemed to know about was the exploits of Magnificent Mike the Mystic, Crusher of Death Cults and Savior of Winterhaven... and friends... who defeated Kalarel far to the northwest. Some in the group who were present during Mike's heroic exploits thought to set the story straight, but Quegod wouldn't hear it. How twisted truth can become when passed across a few hundred miles...

The next inn tried was The Aloof Puffin, a much finer establishment of rich woods and deep, purple velvets, with a decidedly Wuxian (Chinese) style. Though many in the group were outwardly frowned upon, enough flashed coin purses and mention of knowing Mike the Mystic had the Puffin's owner, Madame Wu, quite willing to serve them. However before she was willing to part with any information, she insisted on a fifty gold coin downpayment, which Hossler gave without much thought.

Next she invited them to a large table and went to fetch some fine wine, a tall red. Pouring everyone a glass, they said a toast to Mike the Mystic (knowing Madame Wu was in love with the local celebrity) and drank. The warlord nearly choked. Another round was poured, this one apparently hitting home as it knocked Ruhiel and Kildain out cold. Madame Wu stared dumbfounded before fetching something stronger, looking black and syrupy in a bottle like a squatting dwarf. She poured another round, asking 5gp from everyone for the rare spirits, and drank. This time the shifter was sent diving into drunkeness. Another round later and the half-orc was babbling nonsense. The slurring warlock and sellsword were all that was left.

Before Hossler forgot how to speak, he pulled out the brass key and asked if she knew anything about it. The middle-aged Wuxian shook examined it a moment and got up, saying she'd be back and taking their only clue into the kitchen. Hossler leaped up to follow, but tripped on the dwarf and fell into the table, breaking it in half. The well-to-do customers at other tables gave their looks, to which the drunk sellsword gave them his. They quickly went back to hiding behind their drinks and menus.

The stumbling warlock managed to follow Madame Wu despite the ruckus, watching as she gave the key to her chef. He gave it a once over and left through the back door! The warlock ran to the group and explained what had happened. Hossler leaped up, even as Madame Wu entered to intercept him. Demanding to know why she'd given the key away, she crumpled and began to cry, saying she was sorry over and over again.

Serving Up an Order of PAIN
Velasong went about detoxifying the group, while Hossler barreled out the back door and down the alleyway after this fleeing chef. In a burst of athletic prowess, he soared through the air and tackled the measily cook. The key leapt from his hands and bounced, bounced, bounced around the corner...

Hossler walked around and picked it up. Then he broke the chef's face, knocking him clean out. The rest of the group caught up and the shifter's majestic word healed him in full. Waking slowly, he let out a scream as the half-orc's ugly mug was pressed close and growling. He stammered his name, Biol. Between Hossler, a broken finger, Brugagh, and another broken finger, Biol divulged someone named Modra was also looking for the key and they he'd pay handsomely down at the wharfs, warehouse 32.

Hossler crushed the man's face a second time and stripped him (minus the crapped pants). Dawning the effects of a chef, he handed over his fullblade to Brugagh and decided to go undercover. The rest followed at far enough a distance to see him, but not so close as to draw suspicion, and so they went down to the wharfs and warehouse 32.

However it seemd Brugagh, Ruhiel and especially Velasong were still drunk, kicking up enough noise and even waving so as to perfectly blow Hossler's cover. He examined the open street only to find a multitude of crates, sacks and barrels... and one horse. He stole the rations from its saddlebags and wandered for the warehouse door.

Revenge!
Disguise seemed not to matter, though, as a familiar voice demanded the key from behind the majority of the group. It was the Vengeful Pirate! The only survivor of the Burial Site battle, he'd vowed revenge, and so it was that vengeance was nye. He and a hulking human berzerker charged, even as the pirate whistled up for a few of his mates that had been waiting in ambush at the other end of the alleyway. A pirate, a berzerker, three bodyguards and a mage. Easy as goblin pie... right?

Not so much. The stunning prowess of the berzerker, coupled with the force of numbers coming from behind the group, sandwiched them into a tight and desperate spot. Ruhiel nearly died if not for the healing power of Kildain, only to die not long after thanks to the twain-cleaving axe of the berzerker, who roared his name with every kill, the name of Greevang. Poor Solux was the next to die, knocked unconscious thanks to the charging wall of guarded. Once helpless, one of them dragged his halberd over the cobblestone, drawing up sparks and severing the tieflings head! Not long after Brugagh met his maker, Greevang cutting the barbarian in half at the waist. Hossler was barely standing and it was looking grim.

Though they did manage to kill the damned Pirate, they also decided their best option was retreat. Picking pieces of their fallen friends enough to raise dead, Velasong, Kildain and Hossler ran from the roars of Greevang and the commands of the backline mage, who instructed them to clean up the bodies before the watch came and to get that key!

Raising Dead
Fearing going back to The Cathedral of the Ten in such ruinous defeat, having gotten the vibe from High Father Ohgma that failure was unacceptable, the bard and cleric racked their brains for another solution. Their combined knowledge revealed two other alternative religious outlets in the city, The Cult of Tiamat (which the dwarf would be welcomed with open arms) and The Church of the Nine Hells. Though Velasong was certain she could trace her way to either hidden locale with minimal effort, the three ultimately decided to have Hossler, an observer of Kord, take the bodies to the High Father of Kord and hope Ohgma didn't find out. Such rituals for three people would take a full twenty-four hours...

And so Velasong and Kildain decided to continue their investigation of the key and the one called Modra, pressing on to The Inn of the Impromptu Penguin. The shifter innkeeper took a shine to Velasong and ended up revealing some very juicy information, that the dark creepers were in fact arms dealers, pushing high-quality and even magic weapons and armor around the city. Yet no one knew where they were getting their wares from, who they were selling them to or how they were dealing them under the noses of the competant authorities of Greyhawk.

The Warrior's Guild
Kildain decided them needed more help and went to The Warrior's Guild of Greyhawk, having respected Captain Ron back in Winterhaven (who was a member of this continental guild of warriors). It was wellknown the Greyhawk Regulars were the premiere fighting force of Flanaess, without doubt the best soldiers. Their headquarters were situated in The Grand Collesium, one of the largest buildings in the city. In the open pit dozens and dozens of warriors sparred, and below even more slept, ate and went about the inner workings of their order. Kildain made his way through the shallow rings of the guild until he came to a dwarf drinking by his lonesome amidst the weapon racks.

Hud was his name, and beastmaster ranger his calling. Missing an ear, he fit perfectly the image of his stout, grizzled people. He and Kildain went back and forth, swapping information and some rather awkward banter (Kildain accidentally propositioned Hud for sex about three different times during the conversation), until which point Hud offered his services for a mere 10 gold a day. The cleric agreed, despite the ranger's sudden thought to increase the easily-achieved price. He promised he and his pet would be ready to work tomorrow.

The Gold Dragon
That night, Kildain and Velasong slept at the most famous inn in Greyhawk. The Gold Dragon was legendary for launching the most famouse adventuring parties on quests that fast became legend. The owner and innkeeper was one such legend, Bigby, who had long-since retired from certain death and realm-wide politics to live a simple life as master of the house. For a mere 5 sp, he allowed Velasong and Kildain room and board, amidst a large quantity of other adventurers, mostly independents without the mission or resources of something like The Great Church backing them.

Regrouped
Twenty-four hours later, in the afternoon, Hud and his trike hatchling pet in tow, Kildain and Velasong returned to the cathedral and met Hossler with the revived warlock, barbarian and warlord. However, Ohgma was all too well aware of what had transpired and demanded to see them. The group was in for a real reeming as the High Father angrily expressed his shame, embarassment and fury over his Inquisitors fairing so poorly. He kicked them out of the cathedral with a cruel ultimatum, uncover the meaning of the key and prevent whatever evil its linked to, or they'd all end up wishing they were dead.


Experience: 200 xp (3950 total)
Money: -55 gp (Hossler), -5gp from everyone, -5sp (Velasong and Kildain), -10gp/day (Kildain)
Loot: The Brass Key (given by Father Ohgma and "key" to the hidden plots of the Shadowfell in Greyhawk), chef's outfit and utensils (Hossler)
Magic: None

NPCs:
High Father Ohgma, Head Priest of Melora at The Catherdral of the Ten (HQ for Great Church)
Quegod, Human Innkeeper of The Hairy Ape
Madame Wu, Human Owner of The Aloof Puffin
Chef Biol, Human Chef of The Aloof Penguin
Vengeful Pirate, Human Pirate from the Burial Site back near Winterhaven (dead)
Greevang , Human Berzerker that killed Ruhiel and Brugagh
High Father Hextor, Head Priest of Kord at The Cathedral of the Ten
Tergander, Shifter Innkeeper of The Impromptu Penguin
Bigby, Human Innkeeper of The Gold Dragon

Open Quests:
1. Uncover the importance of The Brass Key (who wants it and why, given by Father Ohgma)

  • The key is sought after by someone called Modra, willing to pay a high price to anyone who brings it to the wharfs, specifically warehouse 32. (Chef Biol)
2. How are dark creepers forging, dealing and transporting weapons and armor under the notice of normal city security (followup quest, important to The Great Church)

Completed Quests
1. Uncover why dark creepers are out of the Shadowfell (important to The Great Church)

  • Dark creepers are dealing high-quality and magical arms and equipment to the darker organizations of Greyhawk and the surrounding regions. It is unknown where these weapons and armor come from, who makes them, or how they're transporting them in and out of the highly-secure city and region. (Tergander)
 

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