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Lylandra's War of the Burning Sky continued
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<blockquote data-quote="Lylandra" data-source="post: 7047913" data-attributes="member: 6816692"><p>Because Shalosha also mentioned that Tinuviel's aunt, Mariel, is part of her diplomatic corps and currently aboard her personal yacht, the silver torch, the young elf heads off to greet his old relative. Mariel is more than happy to see her protegee alive and well. Tinu however is more interested in the reason why a so-said soft hearted person like Shalosha would be prejudiced against the Taranesti as well. Mariel basically tells him the same story that Shalosha told Cuin before: that a good part of the Taranesti were indeed dark mages and that her son was killed by them during the time the Shahalesti were forced to live in Ycengled. She doesn't harbor any ill will against their people as a whole, but she's also not part of the Shahalesti high nobility. She also mentions that she and Magister Clathan wanted to make sure that Lord Shaaladel wouldn't know about the fact that Tinuviel, her "second son", had a wild talent for the same magic which killed her first son, Silvenn, so they sent him off to Gate Pass and Gabal's school. </p><p></p><p>After meeting up again, both elves suspect that maybe someone engineered the whole Valiana-Silvenn-Trilla-Taranesti incident in order to ignite the already happening war of the two people into a bloody feud fueled by personal hatred.</p><p></p><p><em>Note: I first thought about an unnamed Taranesti diabolist cabal being opportunistic when they found the bodies of the recently slain Shahalesti. On a second thought, having either Stacia('s demon) or 41 being the root of all the tragedy was even more charming. I decided to go with the demon/Stacia being the one to take Valiana's soul and left 41 as the general, insidious power behind all the usual bad stuff that happened in Ycengled.</em></p><p></p><p>Tinu also warns his aunt of the vision of a coming storm and urges her to leave soon and maybe take Shalosha with her. </p><p></p><p>A surprised princess, on the other hand, is asked by Cuin'halar whether she might take their team of three to Naamis in a few days since they want to free their father from the clutches of "Asura". Shalosha agrees that she can wait for a couple of days since she can use this time to keep an eye on Telshanth, the proposed "governor of Seaquen". He also warns her of the storm and she responds that she'll keep the fleet close to the harbor. </p><p></p><p>Meanwhile, the weather turns pretty bad as Inquisitor Damius put the Orb of Storms to full power and our heroes know that they have to do something or Torrent's vision might come true indeed. They talk to Simeonne and Lorb Votberg and suggest that they seek out the source of the storm while "the officials" make sure that the people of Seaquen seek secure shelters. The mayor tells them that this won't be an easy task since many of the refugees live in tents (or worse) and that the houses in Seaquen are already full, but he'll see what he can do. </p><p></p><p><em>Note: And this is how Laurabec kept her life. There simply wasn't enough time for Rabble Rouser to gather a crew of captains to fight the Shahalesti blockade in the middle of a storm. This all happened over the course of 2 days (Lee killed - Shahalesti arrive - Storm put to full volume - Search for the tomb). So the whole "Storming of Seaquen" turned out to be "following a quickly made, peacefully resolved disaster plan". </em></p><p></p><p>The elves gather Torrent, Tiljann and Katrina and together they start searching for the eye of the storm. They are lead to the area of a sunken prison near the ruins of an old, long forgotten city and begin their descent into the flooded areas. </p><p></p><p>Tinuviel manages to search for traps in almost all corners of the upper prison area except the part where the spear trap was hidden. Ouch. Poor Tinuviel seems like the general punching bag of the monsters who inhabit the prison area: He is severely pinced by the Tojanida (and healed up by Torrent) and fails to recognize that the "treasure chest" is a mimic. The price of trying to play the party's scout. They do realize that both types of creatures show the signature of Dogwood, but merely think that they ran off somewhere. (Which I found odd since usually they are more suspecting) </p><p></p><p>Cuin'halar takes pity with his brother and suggests that he will take the scout role for a while and manages to sneak up on the skeletons in the prison cell area. He starts finishing them off one by one (they are not triggered since Cuin is alone and Skeletons are stupid enough to abey their orders until they are attacked) until... Tinuviel decides to speed things up and sneaks next to him. Which of course triggers the remaining skeletons. Now they are swarmed by the skeletal mob, but luckily Torrent got her channeling ready and the manage to fend them off without much of a scratch. Katrina is not amused since she didn't get the chance to throw her signature fireball. </p><p></p><p>Cuin continues his scouting mission and manages to destroy the skum with a single well-timed whirlwind dance. (Cuin's player loved this kind of "Melee area attack" since the he played a Kensei Paladin in our 4e campaign.)</p><p></p><p>They ignore the room with the rat swarm, as time is pressing, and finally find the shaft in the provision room. This time Tinuviel finds the trap and disables it, allowing the party to descend quite stealthily. The black haired elf goes down first in levitation mode. He's quite confused by the giant lava portal and the runes surrounding it. Katrina comes next. She immediately likes the "heat down here" and realizes that she can wield her fire magic in an even more devastating way due to the "special magic conditions and a closeness to the fire plane" (her check wasn't quite enough to explain the portal, but she knew she was in fiery paradise). Cuin comes in last and instantly deciphers the runes and identifies the nature of the portal. He also suggests that the presence of this portal should be the reason why the cavern can not be penetrated by divination magic.</p><p></p><p>They explore the area and then open the door to one of the guard rooms. The poor guys don't stand a chance against two simultaneously cast, empowered fireballs (thanks, Cuin and Katrina!).</p><p></p><p><em>Note: Having Katrina with them in addition to Cuin's recent access to 3rd level spells made parts of the dungeon a cakewalk for the party. But they kind of deserved it.</em></p><p></p><p>They move into the next room, ignoring the dragon's head for the time being and then decide that the biomancy tubs are also of little interest since they don't contain bathing Ragesians. Or so. They then head to the prison area and are quite shocked to see two prisoners in a pretty bad bodily condition what seems like catatonia. They are also intrigued by the white monolith and, after short examination (they ignored the prisoners since they were sure that nothing bad would happen to them in the next few minutes), Tinuviel is shocked by the revelation of the teleport beacon. He immediately starts counting on how many times he had been toying with the thought of using his short-distance teleport ability (he's an elocator, so he can dimension door/wayfarer's step quite freely) and realizes that he would have ended in this prison cell had he actually done it. Thanks, Burning Sky!</p><p></p><p><em>Note: I had been on teleport alert since they first set foot into Seaquen. Having Tinu teleport and ending up in the Ragesian prison would have turned the adventure even more upside down, but in an accidentally funny, yet dangerous kind of way. But he managed to resist his urges because he feared getting burnt. </em></p><p></p><p>They quickly head over to the torture chamber where Damius is joyfully torturing Faqaniel while a biomantic monster and a devil are watching in silence. The sight totally disturbs them and they start their attacks without warning. The Inquisitor falls first after being hit by a precisely placed fireball and then being struck and beheaded by a furious, dancing Cuin. The devil falls soon after his presumed master by some vicious sneaks from Tinu. The biomantic monster can land some hits on Tinu but is destroyed soon after the other two.</p><p></p><p><em>Note: I added a devil (courtsey of Guthwulf) and a down scaled biomantic digester (courtsey of Dogwood) to offer a slightly greater challenge for the party. The Inquisitor was so utterly surprised that he didn't have a chance of counterspelling the fireball, so he went down pretty quick in the first round. Oh the benefits of a high-initiative stealthy group... </em></p><p></p><p>After defeating the inquisitor and his creatures they unchain Faqaniel and immediately start asking her what happened and how she ended up in this dungeon. Before the confused elf can say anything, Torrent insists on healing her up first and Tinuviel realizes that while the inquisitor did carry the control rod in his bags, they still haven't found the storm orb yet.</p><p></p><p><em>Note: I was a bit surprised that both my players started asking Faqaniel questions and were suspicious of her being a Shahalesti before caring for her health as I thought I had made it pretty clear that she was pretty injured before they started combat. Turned out they didn't really get it and were pretty disturbed when I repeated my description of her physical and mental state. oops. </em></p><p></p><p>While Tinu hurries up to search the dungeon for the missing orb of storms (it wasn't really hidden though...), Torrent, Katrina and Cuin escort Faqaniel towards the prison area and release the two other prisoners, Teymour and Meera. Especially Teymour is in a pretty bad mental condition, so Torrent decides to stay with the prisoners and care for them. Together they "disarm" the orb and end the still intensifying storm over Seaquen. </p><p></p><p>The elves decide to stay in the dungeon and keep watch on the two magical "artifacts" until the Lyceans can send someone to dafely retrieve both of them. So the girls go ahead and evacuate the prisoners. While they wait for the Lyceans, Tinu and Cuin suggest that they could take a closer look on the Pyromancer's "real" tomb as soon as the magic items are retrieved. Cuin even wants to try to talk to the Pyromancer's spirit, because maybe the wizard who had such close ties to the fire plane can help them with their burning sky problem. </p><p></p><p>After Torrent's return with the Lyceans, he asks her whether she can perform a speak with dead spell. She says yes, but explains that it will propably fail because the Pyromancer has been dead for a very long time. The elves do want to give it a try though and proceed to carefully examine the inner tomb. Both spot the lava trap with the arcane lock (which I described to be beautifully crafted with glowing runes etc.) and Cuin tries to remember whether he has seen one of the runes before. As he had been discussing the Pyromancer with Brighton "Coop" Cooper before and took a look at an old, recovered icon of the wizard, he does indeed realize that one of the runes is the Pyromancer's personal sigil. By performing a small ritual and drawing the sigil on top of the lock, the elves manage to open the door to the sarcopagus area. They do realize that the Sarcophagus bears very stong protective magic and decide to better not touch it yet. As they want to communicate with the Pyrmancer, they decide to try talking with the corpse through the sarcophagus walls. Cuin suggests a small preparation ritual first in which they honor the accomplishments of the Pyromancer and declare that they came here to seek his guidance. Just when they want to start Torrent's speak with dead, a magical being in the guise of a spectral man manifests in front of them. The being explains that he is the magical guardian of the Pyromancer and asks them to leave his master alone. The elves tell him that they seek his master's unique wisdom in relation to the plane of fire and after a bit of back and forth, the being agrees to contact the spirit of the deceased and ask him their questions. As they want to know more about the Burning Sky, they ask him about the nature of this phenomenon, and tell him their conclusions. To their surprise, they were partially correct: The spirit tells them that yes, there is a rift in the fire plane and that from there the fire "bleeds" into the astral plane. And because of this, the weather is unnaturally cold because the warmth of the fire plane is missing in the material plane. And of course this is what causes teleportation to be really incinerating. So yep, things look pretty bleak right now.</p><p></p><p><em>Note: I changed the whole Pyromancer stuff a bit on the fly. I know that the tomb was meant to be basically a no-go area for inquisitive low level partys and supposed to be pretty deadly for those who insisted on their grave-robbery anyway. As my group was obviously not interested in treasure, but instead wanted to honor the wizard and seek out his knowledge, I wanted to give them a chance to succeed. Now, if they would hve tried to rob the grave, I would have hit them hard with both the trap and the curse in "spiritual retribution", but I knew they wouldn't do stupid, greedy things like that. I found Cuin's idea of a personal sigil quite charming and let the curse manifest itself as a powerful, living spell guardian. </em></p><p><em></em></p><p><em>Also, I realized that Damius and his henchmen did some pretty horrible acts to their prisoners. And while neither me nor my group object to dark themes, I didn't want the prisoner's fate to fade into the background before my players could properly deal with them. So... I decided to keep them in the Lyceum for their eventual recovery so I could empathize on the possible consequences of a Ragesian occupation.</em></p></blockquote><p></p>
[QUOTE="Lylandra, post: 7047913, member: 6816692"] Because Shalosha also mentioned that Tinuviel's aunt, Mariel, is part of her diplomatic corps and currently aboard her personal yacht, the silver torch, the young elf heads off to greet his old relative. Mariel is more than happy to see her protegee alive and well. Tinu however is more interested in the reason why a so-said soft hearted person like Shalosha would be prejudiced against the Taranesti as well. Mariel basically tells him the same story that Shalosha told Cuin before: that a good part of the Taranesti were indeed dark mages and that her son was killed by them during the time the Shahalesti were forced to live in Ycengled. She doesn't harbor any ill will against their people as a whole, but she's also not part of the Shahalesti high nobility. She also mentions that she and Magister Clathan wanted to make sure that Lord Shaaladel wouldn't know about the fact that Tinuviel, her "second son", had a wild talent for the same magic which killed her first son, Silvenn, so they sent him off to Gate Pass and Gabal's school. After meeting up again, both elves suspect that maybe someone engineered the whole Valiana-Silvenn-Trilla-Taranesti incident in order to ignite the already happening war of the two people into a bloody feud fueled by personal hatred. [I]Note: I first thought about an unnamed Taranesti diabolist cabal being opportunistic when they found the bodies of the recently slain Shahalesti. On a second thought, having either Stacia('s demon) or 41 being the root of all the tragedy was even more charming. I decided to go with the demon/Stacia being the one to take Valiana's soul and left 41 as the general, insidious power behind all the usual bad stuff that happened in Ycengled.[/I] Tinu also warns his aunt of the vision of a coming storm and urges her to leave soon and maybe take Shalosha with her. A surprised princess, on the other hand, is asked by Cuin'halar whether she might take their team of three to Naamis in a few days since they want to free their father from the clutches of "Asura". Shalosha agrees that she can wait for a couple of days since she can use this time to keep an eye on Telshanth, the proposed "governor of Seaquen". He also warns her of the storm and she responds that she'll keep the fleet close to the harbor. Meanwhile, the weather turns pretty bad as Inquisitor Damius put the Orb of Storms to full power and our heroes know that they have to do something or Torrent's vision might come true indeed. They talk to Simeonne and Lorb Votberg and suggest that they seek out the source of the storm while "the officials" make sure that the people of Seaquen seek secure shelters. The mayor tells them that this won't be an easy task since many of the refugees live in tents (or worse) and that the houses in Seaquen are already full, but he'll see what he can do. [I]Note: And this is how Laurabec kept her life. There simply wasn't enough time for Rabble Rouser to gather a crew of captains to fight the Shahalesti blockade in the middle of a storm. This all happened over the course of 2 days (Lee killed - Shahalesti arrive - Storm put to full volume - Search for the tomb). So the whole "Storming of Seaquen" turned out to be "following a quickly made, peacefully resolved disaster plan". [/I] The elves gather Torrent, Tiljann and Katrina and together they start searching for the eye of the storm. They are lead to the area of a sunken prison near the ruins of an old, long forgotten city and begin their descent into the flooded areas. Tinuviel manages to search for traps in almost all corners of the upper prison area except the part where the spear trap was hidden. Ouch. Poor Tinuviel seems like the general punching bag of the monsters who inhabit the prison area: He is severely pinced by the Tojanida (and healed up by Torrent) and fails to recognize that the "treasure chest" is a mimic. The price of trying to play the party's scout. They do realize that both types of creatures show the signature of Dogwood, but merely think that they ran off somewhere. (Which I found odd since usually they are more suspecting) Cuin'halar takes pity with his brother and suggests that he will take the scout role for a while and manages to sneak up on the skeletons in the prison cell area. He starts finishing them off one by one (they are not triggered since Cuin is alone and Skeletons are stupid enough to abey their orders until they are attacked) until... Tinuviel decides to speed things up and sneaks next to him. Which of course triggers the remaining skeletons. Now they are swarmed by the skeletal mob, but luckily Torrent got her channeling ready and the manage to fend them off without much of a scratch. Katrina is not amused since she didn't get the chance to throw her signature fireball. Cuin continues his scouting mission and manages to destroy the skum with a single well-timed whirlwind dance. (Cuin's player loved this kind of "Melee area attack" since the he played a Kensei Paladin in our 4e campaign.) They ignore the room with the rat swarm, as time is pressing, and finally find the shaft in the provision room. This time Tinuviel finds the trap and disables it, allowing the party to descend quite stealthily. The black haired elf goes down first in levitation mode. He's quite confused by the giant lava portal and the runes surrounding it. Katrina comes next. She immediately likes the "heat down here" and realizes that she can wield her fire magic in an even more devastating way due to the "special magic conditions and a closeness to the fire plane" (her check wasn't quite enough to explain the portal, but she knew she was in fiery paradise). Cuin comes in last and instantly deciphers the runes and identifies the nature of the portal. He also suggests that the presence of this portal should be the reason why the cavern can not be penetrated by divination magic. They explore the area and then open the door to one of the guard rooms. The poor guys don't stand a chance against two simultaneously cast, empowered fireballs (thanks, Cuin and Katrina!). [I]Note: Having Katrina with them in addition to Cuin's recent access to 3rd level spells made parts of the dungeon a cakewalk for the party. But they kind of deserved it.[/I] They move into the next room, ignoring the dragon's head for the time being and then decide that the biomancy tubs are also of little interest since they don't contain bathing Ragesians. Or so. They then head to the prison area and are quite shocked to see two prisoners in a pretty bad bodily condition what seems like catatonia. They are also intrigued by the white monolith and, after short examination (they ignored the prisoners since they were sure that nothing bad would happen to them in the next few minutes), Tinuviel is shocked by the revelation of the teleport beacon. He immediately starts counting on how many times he had been toying with the thought of using his short-distance teleport ability (he's an elocator, so he can dimension door/wayfarer's step quite freely) and realizes that he would have ended in this prison cell had he actually done it. Thanks, Burning Sky! [I]Note: I had been on teleport alert since they first set foot into Seaquen. Having Tinu teleport and ending up in the Ragesian prison would have turned the adventure even more upside down, but in an accidentally funny, yet dangerous kind of way. But he managed to resist his urges because he feared getting burnt. [/I] They quickly head over to the torture chamber where Damius is joyfully torturing Faqaniel while a biomantic monster and a devil are watching in silence. The sight totally disturbs them and they start their attacks without warning. The Inquisitor falls first after being hit by a precisely placed fireball and then being struck and beheaded by a furious, dancing Cuin. The devil falls soon after his presumed master by some vicious sneaks from Tinu. The biomantic monster can land some hits on Tinu but is destroyed soon after the other two. [I]Note: I added a devil (courtsey of Guthwulf) and a down scaled biomantic digester (courtsey of Dogwood) to offer a slightly greater challenge for the party. The Inquisitor was so utterly surprised that he didn't have a chance of counterspelling the fireball, so he went down pretty quick in the first round. Oh the benefits of a high-initiative stealthy group... [/I] After defeating the inquisitor and his creatures they unchain Faqaniel and immediately start asking her what happened and how she ended up in this dungeon. Before the confused elf can say anything, Torrent insists on healing her up first and Tinuviel realizes that while the inquisitor did carry the control rod in his bags, they still haven't found the storm orb yet. [I]Note: I was a bit surprised that both my players started asking Faqaniel questions and were suspicious of her being a Shahalesti before caring for her health as I thought I had made it pretty clear that she was pretty injured before they started combat. Turned out they didn't really get it and were pretty disturbed when I repeated my description of her physical and mental state. oops. [/I] While Tinu hurries up to search the dungeon for the missing orb of storms (it wasn't really hidden though...), Torrent, Katrina and Cuin escort Faqaniel towards the prison area and release the two other prisoners, Teymour and Meera. Especially Teymour is in a pretty bad mental condition, so Torrent decides to stay with the prisoners and care for them. Together they "disarm" the orb and end the still intensifying storm over Seaquen. The elves decide to stay in the dungeon and keep watch on the two magical "artifacts" until the Lyceans can send someone to dafely retrieve both of them. So the girls go ahead and evacuate the prisoners. While they wait for the Lyceans, Tinu and Cuin suggest that they could take a closer look on the Pyromancer's "real" tomb as soon as the magic items are retrieved. Cuin even wants to try to talk to the Pyromancer's spirit, because maybe the wizard who had such close ties to the fire plane can help them with their burning sky problem. After Torrent's return with the Lyceans, he asks her whether she can perform a speak with dead spell. She says yes, but explains that it will propably fail because the Pyromancer has been dead for a very long time. The elves do want to give it a try though and proceed to carefully examine the inner tomb. Both spot the lava trap with the arcane lock (which I described to be beautifully crafted with glowing runes etc.) and Cuin tries to remember whether he has seen one of the runes before. As he had been discussing the Pyromancer with Brighton "Coop" Cooper before and took a look at an old, recovered icon of the wizard, he does indeed realize that one of the runes is the Pyromancer's personal sigil. By performing a small ritual and drawing the sigil on top of the lock, the elves manage to open the door to the sarcopagus area. They do realize that the Sarcophagus bears very stong protective magic and decide to better not touch it yet. As they want to communicate with the Pyrmancer, they decide to try talking with the corpse through the sarcophagus walls. Cuin suggests a small preparation ritual first in which they honor the accomplishments of the Pyromancer and declare that they came here to seek his guidance. Just when they want to start Torrent's speak with dead, a magical being in the guise of a spectral man manifests in front of them. The being explains that he is the magical guardian of the Pyromancer and asks them to leave his master alone. The elves tell him that they seek his master's unique wisdom in relation to the plane of fire and after a bit of back and forth, the being agrees to contact the spirit of the deceased and ask him their questions. As they want to know more about the Burning Sky, they ask him about the nature of this phenomenon, and tell him their conclusions. To their surprise, they were partially correct: The spirit tells them that yes, there is a rift in the fire plane and that from there the fire "bleeds" into the astral plane. And because of this, the weather is unnaturally cold because the warmth of the fire plane is missing in the material plane. And of course this is what causes teleportation to be really incinerating. So yep, things look pretty bleak right now. [I]Note: I changed the whole Pyromancer stuff a bit on the fly. I know that the tomb was meant to be basically a no-go area for inquisitive low level partys and supposed to be pretty deadly for those who insisted on their grave-robbery anyway. As my group was obviously not interested in treasure, but instead wanted to honor the wizard and seek out his knowledge, I wanted to give them a chance to succeed. Now, if they would hve tried to rob the grave, I would have hit them hard with both the trap and the curse in "spiritual retribution", but I knew they wouldn't do stupid, greedy things like that. I found Cuin's idea of a personal sigil quite charming and let the curse manifest itself as a powerful, living spell guardian. Also, I realized that Damius and his henchmen did some pretty horrible acts to their prisoners. And while neither me nor my group object to dark themes, I didn't want the prisoner's fate to fade into the background before my players could properly deal with them. So... I decided to keep them in the Lyceum for their eventual recovery so I could empathize on the possible consequences of a Ragesian occupation.[/I] [/QUOTE]
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