Byzantium on the Shannon III

Thanks Wayne!!

I'm really glad that your site is coming back together - you've got some of the most inspiring campaign material I've come across. I'm about to start DMing for the first time, so I'm on the lookout for information that will help me have a successful game. I'm leaning more and more towards using the Palaestra setting outright, and every bit you post tips the scales even farther in that direction!

I appreciate enormously the work you're putting in:)
-Kevin
 

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Adventure 7

Poison and Ire
(Editor’s Note: My writeups are entries in the holy journal kept by Urian. As part of the Halaglaz rite, the initiate is expected to present a detailed written record of his exploits to the Halaglaz that sponsored him. Think police paperwork…Steve MacDonald)

I am Urian, son of Uar, blood of Udil. It has been 5 months, 23 days, 6 hours and 12 minutes since I cursed fate and swore war against the Norns and their agents.

To date, I have slain twelve by my hand, fire or blade, twelve in conjunction with others, and claimed goods for the life of one. I have seized goods amounting to one bow, one cloak, one set of boots, and coin totalling 36 gold, 3 silver and 2 copper, Jormunnstein weight. I have lost one throwing dagger to fate’s wickedness, and discarded my old boots and cloak by my own choice.

I swear by Odin’s runes that what follows is a true account, may Loki’s eye fall on me should I lie.
_______________________________________________

Having taken up arms with those who slew my torturers (see entry of 5/22/23/19 for details and physical characteristics), we made council in the hallways of the labyrinth. There was talk of abandoning the inordinate city to its fate of gibbering slaughter, especially given the riches that the mercenaries had already claimed.

I made it clear that while I had no especial love for the city, I would not see so powerful an enemy of order as Demogorgon gain a new servitor. Further, it was felt by the others that this escape would be…unseemly. I assume they feared that future employers would look down upon them.

Escape abandoned, the group elected for their Cimbri master thief to ascend the staircase in order to scout out the route ahead. I have reason to believe that his master’s credentials are filed with no guild or work hall, however, for moments after his ascent we heard a explosion, yell and crash indicating that he had failed in his task. We ascended the stairs at this time, and entered a circular room populated with 4 animated statues (see 5/22/23/19, paragraph 3, section 1 for description), 1 Yuan-ti corpse and the Cimbri covered in the ichor of said corpse.

The statues were eventually dispatched, but not before hammering and chipping that would put a third apprentice mason class to utter shame. In the same room, we discovered a stone door, flawlessly shaped by magic to cover direct access to the hell-bitch’s chambers, and another door, which we followed.

The second door entered into a lightless room. Sensing ambush, the human sorcerer discovered a rune mine etched in the ground similar to the one the Cimbri had stepped on before. I moved around it, and entered the depths of the room.

I must admit that I failed to notice an ambush here, and will accept punish as needed. We were set upon my enemies, numbering two animated statues and two Yuan-ti. One proved himself a magic worker, as he cast a magic net to hold us from charging. He then cast a fear magic similar to the one encountered by me earlier (see 5/22/23/19, paragraph 5, section 1 for description and effects listing), preventing the Cimbri from engaging. Things seemed dire…

They became even more dire, however, as the human sorcerer spoke words of blasphemy and opened a rip to some dark plane. From this issued forth a gigantic ape, wreathed in purplish smoke and brimstone, an obvious servant of chaos and its powers. Fixed fast as I was, it was entertaining to see an agent of the Norns deal out death to its bretheren, as it ripped one statue apart with it’s claws and the throat of a Yuan-ti with its muzzle. The human bears watching, and received it: We took some enjoyment from viewing his struggle to leave the web that held him. I counted 5 minutes and 23 seconds before he tore himself loose.

As he was the only option available for stealth, we dispatched the Cimbri down the corridor ahead, hoping that he would not fail in his mission. We were not disappointed, as he returned with a story of a giant animated statue which guarded the stairs leading to the ritual area. The human sorcerer blasphemed again, bring forth giant fiend wolves forth to harass the statue as we passed through invisibly. Most troubling…

Coming down the passage to the ritual area, we entered a room centered upon a set of double doors, mounted on which was a very impressive lock, half my size if it was anything. The Cimbri master thief was called for, and we watched nervously as he set to work on the complexity before us.

The hated Norns must have set their eyes upon him, for no sooner had he inspected the lock for defenses than it sprayed flaming oil on his form, illuminating him sufficiently for the invisible guards standing near him to lay into his flaming form with their massive halberds. None can know the ways of our bitch-crones, of course, but the halberds seemed excessive for one of his stature.

At any rate, we entered combat with the purple-armored guardians, dispatching them at no small cost to ourselves. All eyes settled again on the lock, and the smoldering Cimbri attempted in vain to open it, with the cries and noises from the far side of the door adding to his anxiousness.

Twice we had relied on the magic of the human sorcerer, and now it became three as he called up his magics to force the doors, revealing a scene of great slaughter. Pits of boiling water and bodies, three of which were completed, had been set up on the far side of the room, and above the completed ones sat a cackling vapor in the shape of Demogorgon. Defending these were the now-usual rabble of yuan-ti and statues, but added to their ranks was the priestess of the cult.

Tall as a human woman, but dire in aspect she was, covered in head to toe in shimmering scale. In place of teats she bore two coiled serpents, their fangs dripping venom in mockery of the milk of a true mother. She wielded a wicked blade, the edge of which dripped with the blood of sacrificial victims, three of whom waited to fill the remaining pot.

Upon this site, we advanced with the hobgoblin and Cimbri leaping forward recklessly and nearly ending their lives due to this and the actions of a demon that the priestess had summoned. Using the magics granted by the All-Father, I concentrated on my section of the battle, advancing upon the archers defending her, cleaving one in twain and calling her out to face me.

This proved to be an error, and never again will I taunt the servants of the Norns with false bravado. She was upon me in an instant, and I am sure that only the order’s teachings kept me from being slain by the two mighty swings of her scimitar with its dark etchings laid upon it. I kept my feet, however, and was gladdened some time later to see her dispatched by my companions, causing her followers to flee.

We leave from here to eventual freedom, but first we will sack the remaining rooms as a lesson to all that conspire with wicked fates.


By my seal and oath,


Urian Uarson
On fate’s wheel
 
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Woohoo! Thanks Clevername! :)

Steve is really into Lawful (with a capital L) spellcasters, isn't he? It seems to me that Theodorus espoused a lot of the same ethics Urian does. He's very good at it, though, so it makes for an interesting read!

-blarg
 

Adventure 8

Behind Glazed Eyes
Copoc Kitzam (David Nickerson)

(GM Note: Nak Te Kan, Kanul Yat Balam, Yax Che Mal, etc. are spirits Copoc speaks to and gains spells from.)

The fly spell cast on me by my Spirit allies was still active after the fight with Wulvera, so I drifted downward to rejoin my comrades. I silently thanked Kanul Yat Balam once more for his timely dismissal of the stinging demon. For a while I felt that I was losing touch with my guardian spirit and all the other spirits as well, almost as if I wasn’t myself, as if a foreign entity clouding my vision and moving my very limbs. Although weary after this great struggle, I sensed an even stronger bonding with the spirit world.

Slowly, Kanul Yat Balam allowed me to see the true extent of his knowledge and wisdom.

My associates dispatched our remaining foes, although two slithered away through the many vents they scattered around their accursed lair. My comrades gathered a pile of magical loot from our foes. Skirting chunks of shattered statue and Yuan-ti entrails, I joined them. Urian suited up in some glamered full plate and donned Gauntlets of Ogre Strength gained from the warriors in the outer hall. I was fortunate enough to acquire a Circlet of Persuasion from Wulvera. (This will be a tremendous aid in dealing with capricious and sometimes volatile spirits!)

Gann suggested that I also take the Robe of Blending, so I may move among the humans with less notice. After some thought, he decided to don the second suit of plate himself. Makar took a pink and green Ioun stone and Gann one of a dusty rose color. Malcolm retrieved a +1 halberd. Brone, or Prince Vahana, as he bid us to call him, chose to give up his portion of the treasure as partial payment to the party. Finally, Urian hefted the green scimitar of Wulvera, Demogorgon’s tooth – instantly its evil drained him of some of his spirit, such was its evil. He threw it down but then wrapped it in some cloth and claimed it as a portion of his own treasure -- to be returned to his Holy Order, the Halaglaz, and destroyed.

Urian healed Gann repeatedly -- I healed Malcolm and myself. I assured Nak Te Kan that my use of a magical healing device is in no way an affront to her, and that only by her mere presence allows me to do this.

After some discussion, we decided to continue seeking Wulvera’s office. We entered the ruined hall debating whether or not we should visit Kedward and sell him the “vile” portion of our treasure. The debate proved to be short lived however, as the mere suggestion of such an act caused Urian’s impressive dekkalfar nostrils to flare. “Chaos mongers,” he mumbled. (Urian fails to see that there is a balance to all things, and that Chaos cannot be eliminated like leeches. It may be a lesson that only the spirits of time can teach.)

Cautiously we crept past the large statue, now inanimate after the death of their mistress, and spied scattered pieces of fiendish wolf, along with some grisly stains and dancing puffs of chaotic fur. Urian glanced at Makar and shook his head disapprovingly. Soon we are back at the sealed door.

Urian quickly broke out his pick, as dwarves are wont to do, and began smashing the barrier. He was successful after nearly ten minutes -- it was an very impressive feat, though almost as loud as tossing a fire cricket into a pocket of swamp gas!

Passing through, we were greeted by another inanimate statue. Makar tried detecting magic to no avail, and Malcolm locates a storeroom before sneaking down the hallway to do a little reconnaissance. To everyone’s astonishment he returns unscathed, and with news of strange noises. Vahana cast some spells on himself and returned to his half-rat form as we prepared to enter the room.

Gann threw open the door and we found two great chests, cleverly hiding a huge, fiendish, half green dragon viper! Malcolm slid in for an attack with his +1 axe and Gann moves in to strike as well. I am unable to see from my vantage, but I distinctly heard a horrid wail followed by a screaming hiss and several vehement Cimbri curses. A vile acid breath splatters on Urian as he rushed through the door in a rage to polish off the furious beast.

After providing some well-deserved healing for Malcolm, we shut the master thief inside the room and let him do his thing – alone. Silence follows, then a brief hum and whooshing noise. Even the wisest of spirits shall never understand how he is able to dismantle an acid-vapor sprayer, bypass a toxic dust dispensing mechanism, and yet prove incapable of opening the chests! Malcolm claimed, however, despite the acrid smells coming from his person that this is the case.

We tried an adjacent door and find a library of sorts. Vahana collected a few volumes before we moved on. I respect the shape-shifter, if not completely trust him by now. Perhaps finally knowing the identity of our employers will set my mind completely at ease.

Soon we were entering a laboratory. Makar was very impressed with the alchemical gear and his eyes lit up greedily. Unfortunately, we had no way to transport such a load, but were rewarded with four vials of Demon’s Breath and a Yuan-ti scroll depicting a recipe for the dread substance! Urian immediately smashed the vials and Vahana burned the formula to a crisp! I could guess that Malcom and Makar might have had other ideas about what to do with those items…well, doomed Theon would have been happy.

The adjoining room was untrapped -- a bedchamber of sorts -- covered in erotic snake motifs. It provided us with a gift for Kedward. In a portable writing desk we found a volume containing a detailed account of Wulvera’s plans. I silently confered with Yax Che Mal, expecting to be rushed by more black kulkans at any moment. None appeared. Perhaps they had all fled with their dark masters?

The journal was written in the snake-people’s language but Vahana translated some interesting parts for us:

“The alchemist Krace's formulae have, after some modification on my part, proven effective. The demon's breath elixir is now a popular item. As with the whores, I have given away twice what I have sold in order to stimulate my market! I have spoken with a representative coven from the Three Mothers about creating a regular supply for them. After my apotheosis, we will be able to deal with them on an equal footing, strengthening our negotiations with them."

…and…

"Krace's long years of exile among the dim-witted Silures should be acknowledged by The Nest and perhaps be put and an end. I have sent word to them via the Shadow Sea."

Vahana told us that "nest" referred to a group of Yuan-ti leaders (like Wulvera) that cooperate to some degree. He went on so say that while Yuan-ti are loyal to their "race," they have no central government/religion and their leadership is balkanized. Strong yuan-ti leaders, usually 3 or more, sometimes form these coalitions called, nests.

Not pausing long to ponder these clues, we also found a key. Makar discovered that a section of the floor radiated magic, but we ignore this for the moment and rush to the chests. They contain an impressive stash consisting of 40,000 silver pieces, 2000 gold pieces and 300 platinum pieces, divided neatly into small, 100 coin bags. It is determined that we shall leave the silver for Kedward to retrieve at his leisure. The rest is ours!

Returning to investigate the magic square, Makar determined that there may be some kind of teleportation effect there. Soon, we heard a faint drumming from below us. Ignoring that, Vahana tossed a bag of coins on the area radiating magic but it just slid across the floor. Then the drumming became louder however, so we decided to investigate. At this point Malcolm suddenly gets excited and quaffs a potion of glibness one unbelievable gulp. I realized immediately that the whole party is reacting to voices - curse these tympanic membranes! Apparently they’ve been listening to voices speaking Rogulkan and common, intermingled with violent choking! We scramble desperately through the hole knocked in the wall by the dwarf, trying to discern where the voices are coming from and avoid another confrontation. After some slick maneuvering, Malcolm sneaked down the stairs and glimpsed eight orcs in chain mail, all carrying shields with triangular devices. Leading them was one of the snake-humans!

I must say that I have never seen Gann truly rattled, but this news disturbed him greatly. “These are the monks of dire hunger,” he exclaimed, “the cannibal orcs of the Triad that rule Kostelna with an iron fist and an unending appetite!”

“We’re going to be orc-:):):):)e if we don’t think of some way around them, and they are standing in front of the only way out of here.”

Never lacking a plan, good or bad, Malcolm asked to borrow my newly acquired Robe of Blending and this is when I begin to comprehend the true genius of the master thief. He intended to appear as one of the orcs and use his Potion of Glibness to convince them to let him pass while the rest of us make good our escape. Not being fluent in Rogulkan, Gann taught him how to say a few quick phases that we hoped would distract him. To be extra convincing, he used the robe to conjure up some hideous mouth wounds, complete with a bolt protruding from his jaw.

Once again relying on invisibility, Gann and I prepared to sneak out. I sought Kanul Yat Balam’s aid as well, and he lent me his wisdom concerning the fine art of moving silently. (Being able to observe the material world for countless millennia certainly has its advantages…) Brone shifted into the form of a dire rat, Makar picked him up and they, along with Urian dimension doored outside the whorehouse.

Malcolm, with Gann and I following, passed by the guard-orcs and outside into a sea of nearly 6 platoons of the monks! A captain rushed over with one of the Yuan-ti escapees in tow. And Gann’s words delivered by the glib thief sealed the snake’s doom: “We’ve been ambushed; they have a temple to some snake god in there!”

The yuan-ti’s eyes barely have time to widen before the thick-bladed dagger of the orc captain spilled his entrails before the doors of the porphyry house!

“Looks like snake’s on the menu boys!”

We all ran for it as the horde went wild with anger and bloodlust. The most basic law of Kostenla had been broken. There would be blood.

We regrouped later at the Rusty Shunt. We wrapped Wulvera’s book with Kedward’s Wand of Invisibility, gave them to Old Lars for safekeeping, and send a half-orc stable mucker to inform Kedward. As we made our way to the docks we saw crowds of Kostelna’s residents swiftly approaching Porphyry House. By the time we heard the screams, we were safely aboard White Dragon.

Of course our transport is curious about Urian. We surrounded the dwarf and proceed to explain the rule of the ghost ship - “Don’t Talk About Ghost Ship!” Urian did not relish the idea of being thrown overboard, and so we seemed to reach a viable agreement.

As we related our adventures to White Dragon we observed curls of smoke rising from Porphyry House in the distance and paused a moment to take pleasure in a job well done. Evil teems evermore, but Theon would have been pleased to see such a blot put on the face of wickedness this day. May his spirit find peace now.

Once out of the harbor, we set sail back to Jormunsteinn and life was good for a few days. The fish were fresher, the turtles crunchier, and I was able to dive and hunt and bond with Balamob.

I spent hours with Makar, Malcolm, Solveig and White Dragon learning much about ships and sailing, a craft which I’ve come to realize can be very useful so far from land. I mapped my recent journeys for Nabok Chan, the very essence of Wanderlust.

Spiritually I have grown, becoming more familiar with my Otherworldly allies, but it was not enough. I yearned for more, for new and powerful contacts from beyond. I enjoyed a day of basking and endured a night of conversing with Xit Balbac, the crafty spirit of the Shadow Sea. He could tell me a name of one of the spirits of the Deep, but all he would tell me is: “Swim.”

For three days and three nights I tried to summon on of the ancient spirits of the Deep. Splashing and chanting I plunged into depths which threatened my very survival. I felt as if I might implode in the fist of Skia Thalassa.

I swam down, down beyond light, beyond life. I started to black out, but instinct took over and miraculously, I resurfaced, only to be rewarded with curious stares from my comrades and whispers of disbelief that even my accursed ears can detect. Finally I was able to wheedle a name of one of the Deep Sprits from Xit Balbac and on the fourth day Dalas Salik ascended from the Shadows and held me.

She was and is both beautiful and frightening. She laughed in tears and cried in mirth. She was everywhere, in my head, behind me, answering questions I haven’t asked. Agreeing. Yes agreeing. Agreeing to grant me her patronage if I promised to one day retrieve something for her. Dalas Salik is the most powerful spirit I have ever encountered, with the exception of Kanul Yat Balam of course, so I quickly accepted the offer. Suddenly I felt I might regret my decision, for this is the sort of thing that foolish shamans of legend did and often lived (or died) to regret.

I don’t remember surfacing or getting into the boat, I awakened as if from a terrible dream. All is quiet save the sea. I reached for my sacred vial, the healing balm of Nak Te Kan. But my hand closes instead around a black serrated claw fastened to a string of ebony pearls – this was Dalas Salik’s gift, her fetish. Dismissing my reservations, I rose to a new day.

After all, Kanul Yat Balam watches over me. He will guide me to my true destiny, and he is not to be trifled with.

Day six brings an unexpected squall. I leaped at the opportunity to gain yet another spirit ally, but with no time to prepare my summoning rites, I may prove to be woefully inadequate. Nonetheless, I attempted to arouse the Wraith of the Raging Storm. To everyone’s surprise, a watery fey humanoid appears. It is smallish, but appeared extremely pissed off.

The aqueous fiend greased Makar and promptly knocked him overboard before attempting to throttle Malcolm and then squirting him in the face. Giggling triumphantly, it disappeared in a fine mist as I attempted to capture it in a sack. Never before have I encountered a physical manifestation of a spirit in the material world! I could hardly contain my enthusiasm! But, trying to convey the significance of this event to my companions was futile. They backed away slowly and continued to eye me suspiciously. Gann told me not to get too excited, it was probably just a baby water elemental or something.

The remainder of our voyage proved most uneventful. Vahana/Brone informed us that upon reaching Jormunsteinn he must leave immediately to report to his superior, the Akkadian Aambassador to Iconium. He promised to secure our payment, and to show his gratitude and good faith he presented us with a scroll of Mass Teleportation concealed within a Glove of Storing. He also provided instructions on how to contact him in the future.

Upon viewing the rocky heights of Jormunsteinn, Urian seemed increasingly anxious, and asks that the master thief deliver his journal to the head of his order. He will not get off the ship until he is sent for. He paced relentlessly, threatening the various manifestations of Chaos. Fortunately, he is unaware that he is surrounded by chaoswisps, tiny mischievous spirits that mock him constantly and poke fun at his bravado. It is inconvenient to not have the sharp hearing of my companions, but I do not know how the rest of them can be content to only view one world.

______________________________________________

I wonder often about my tribe, and must decide if I, too, shall return home upon reaching the rock city. It has been many moons since the loathsome black kulkans last attacked my brethren, so I suspect that they will soon rise once more. The thought that they may now possess the secrets of creating Demon’s Breath plagues me incessantly. They must be extinguished! Perhaps my new companions will aid me in this endeavor. They would be welcomed as warriors all for their brave efforts in purging evil from the land. I must be patient in deciphering the perplexing riddles of Kanul Yat Balam, and then I must heed them to the best of my ability.

-- Copac, Kulkan Shaman
 
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Thanks for the update, CleverName!!

Copoc writes a great story! (although I must admit that I'm having a little trouble understanding what he is referring to in game terms... :-\ )

-blarg
 

Hitting The Reset Button

Our on-again off-again campaign has been back "on" for a while and since I have a backlog of adventure write-ups now, I thought some of the folks that used to follow the various “Byzantium on the Shannons” might like to know what's up.

Between adventures 8 and 9 I took a break from running games for a few months, over which time 3.5 came out. When I got the itch to return to the DM's chair, we decided to restart using the new ruleset. Since big changes were already afoot, I asked all the players to review their characters and tell me if they wanted to make any other changes. Now was the opportunity to re-tool and re-think.

I have to say, this was the best experience I have ever had with implementing a big rules overhaul, it gave everyone a chance to really reexamine their PCs and look at how the rules and their character concept interacted. Overall everyone was happier under 3.5 and has been since.

Also during this time, one of the players, Steve, was forced to quit due to a new job...unfortunately that wasn't going to be the only time jobs would take a player away.

Jon expressed some dissatisfaction with his current PC, Makar, and a strong desire to go back and finish some of the storylines form the original campaign. I could not get a consensus from the old players to do so -- some had also left the game. After discussions with Jon, we came up with a solution; I would bring his old character, Gudlag the dwarven druid, into this storyline -- thus leaving a way back into the old game and its plot threads (http://webpages.charter.net/wpeacock/palaestra/campaigns/tavia/tavia.htm).

Keith also wanted to change and with the loss of Steve's fighter and Jon's sorcerer, the party was in a pinch. So, he made up a wizard, Andreas Laskaris, with a cohort, a fighter named Dario.

So the new party, freshly outfitted for 3.5 and hopefully creatively re-charged DM, was set to begin:

Andreas Laskaris -- human wizard (Keith Martin)
Copoc Kitzam -- Kulkan (lizardfolk) shaman (David Nickerson)
Dario -- human fighter (Andreas' cohort)
Gudlag Hamarson -- dwarven druid (Jon Hanna)
Malcomb -- Cimbri (half-elf) adventurer (Remi Treuer)
 
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What has Gone Before

It would take another 40 posts to encapsulate the twists and turns of the previous story hours. The old party, of which Gudlag was a part, was involved in the machinations of a Necromancer by the name of Volodya. He had started a civil war in a Cimbri kingdom, while disguised as a cimbri ollave (cleric). The PC's discovered the Necromancer's invovlement, but not in time to prevent the war.

With aid from the Tavians and Lord Vihar the PC's managed to defeat the Necromancer and slay his current incarnation, discovering that he was lich. This was done at the cost of many lives, including that of some dear friends.

Gudlag swore revenge.


Gudlag’s Quest

Gudlag spent a few months trying to track down leads to the Necromancer's lair, finally he discovered a map in one of the abandoned camps of the Necromancer’s forces in the no-man’s-mountains separating the northernmost Cimbri lands with Rolgulka.

With this information Gudlag went back to the leaders of the human, Cimbri and Rolgulkans and asked for help dispatching their common foe.

Gudlag led the group as a representative of the Druids; Cleon a cleric/wizard, represented the interests of the Tavians; Mikel, and Yarislav, two Glitterdeath Immortals, joined on behalf of Lord Vihar; Morin, a Cimbri sorcerer/tattooed warrior, and Vardidamus, a gnome rogue were both sponsored by Brice.

The party walked into a dungeon filled with undead, poison darts and other assorted traps. Vardidamus did his job well protecting the group from the traps until he ran into an airless room bound by magic. Dispels did not work and all that could be done was to watch him die. By this point Gudlag was not even sure if the place even held the phylactery. Perhaps the group was setup, betrayed?

Encounters with innumerable undead (skeletons, shadows, zombies, ghouls, ghasts and ghosts) followed. After most of the party was killed and eaten, only Gudlag and the humans were left, but they were trapped -- fleeing headlong down a corridor with gibbering wights close on Gudlag’s iron-shod heels. Hal screeched out a warning from Gudlags’ shoulder as he realized that they were not headed towards the exit, but it was too late. There was a flash of blue light and the ground disappeared from below their feet, replaced by air and far, far below, water -- water as far as any could see.

The group had been teleported above the middle of the Skia Thalassa, hundreds of miles from Tavia!

One thing was very strange about the water in which the three landed, other than the fact that water is extremely hard at that height. It was preternaturally cold and black. Cleon went into shock, blood loss, and the bone-chilling cold. Before Gudlag could recover, the dark water took the mage. Gudlag summoned a porpoises and it took him out of the deadly pool of cold water and into the warmer waters of the inland sea. It stayed by his side, keeping the dwarf afloat until a passing Iconian ship, bound for Jormunstein, plucked him from the waters.


Gudlag’s Musings

That black water has haunted you. Was that corridor a trap, or was the teleportation device something else, a means of escape for the Necromancer that you inadvertently triggered? If so, why would he come here? (It has occurred to you that to an undead, drowning is meaningless.) Since you have arrived on Jormunstein you have heard tales of undead pirates and the like...although you have not met anyone who have fought them, and escaped, that is.

You have not given up on your promise, but Skule did not train up a dekkalfar fool. It was one thing to defeat the Necromancer surrounded by stout allies and in the forest. It is quite a different matter to go after him in his lair -- on his terms -- with folk you did not know well. You have decided that you are simply not powerful enough. One day you will go back, find his phylactery and destroy him forever. You'll need to be much stronger and you will need allies that both match you in power and you can trust not to fail when you meet those horrors again
 

Heeeeeeee's BAAAAAAAAAAAAAA---ACK!


woo hoo

being a pretty new/crappy dm I understand burnout well...happens to me a lot. Hope you can avoid it this time.
 

Gideon said:
Heeeeeeee's BAAAAAAAAAAAAAA---ACK!


woo hoo

being a pretty new/crappy dm I understand burnout well...happens to me a lot. Hope you can avoid it this time.


Thank's Gideon. I've been GMing for a long time, and once and a while you have to get on the other side of the screen to get your perspective back.

I've got my fingers crossed...
 

Pre Adventure 9

Downtime on Jormunsteinn

The Isle of Jormunsteinn boasts two main settlements. Haradrak is the largest surface town, the port city of Jormunsteinn. It is built at the base of the stone spire – the top of which seems perpetually shrouded in mist. Haradrak has at least one sub-layer as well. The docks are carved out of stone and the attached market and warehouses are under town proper. A large sea cave in Haradrak’ port leads to an exclusive undermountain dock for the Dekkalfar King of Deep Haradrak, Lodur.

Deep Haradrak is the dwarven city that is built in the spire itself. Its galleries wander up and down the granite heart of the island. Few non—Alfar are allowed to venture here. Most business is conducted in one of the surface towns.

Since the last adventure Copoc and Malcom have been enjoying a weeks-long rest at the Pheasant -- living off of the money they gained against the yuan-ti and waiting for Urian's initiation ceremony into the Halaglaz.

During that time they have heard the strange rumors of a dwarf that fell from the sky over the Skia Thalassa and brought to the island kingdom of Jormunsteinn by a passing human freighter.

Gann and Makar have since decided to hire on to other vessels plying the trade on the Sea of Shadows. The friends departed, with promises to return.

Finally the day of Urian’s investiture came and three Halaglaz escorted the Kulkan and Cimbri into Deep Haradrak. They traveled for over an hour, winding far into the depths of the dekkalfar stronghold, finally ending in a small amphitheater. The two dwarven warriors guided them to stone benches. A few more dwarves and two humans were also there. Suddenly the lights went out.

A voice began telling the tale of the Halaglaz.

Roughly a thousand years before the first human foot touched the soil of Faerie, the dwarves had a thriving metropolis built into the base of Jormunsteinn, where it lay along a beautiful river valley. Their tunnels stretched up into the heart of the Jormunsteinn, and deep below its surface.

At that time, what is now the straits of Iconium formed a huge natural dam, but some force weakened that wall and sea came rushing into the valley, wiping out the dwarven city at the time of the new king’s coronation – killing most of their leaders and trapping thousands of dwarves inside the spire of Jormunsteinn in a vast, but diminishing pocket of air. Worse yet, dark things swam in those waters and began picking off the survivors. With the king, druids and high priests now dead, many dwarves gave up, some committed suicide. Hope faded in the gloom and gathering waters.

A few of the novice priests survived and they rallied in face of this doom. They convinced the others to take matters into their own hands. They gathered the best miners and engineers left and set them to tunnel their way above the surface of the new sea, now hundreds of feet above them -- up through the solid granite heart of the Jormunsteinn. The new brotherhood of priests took upon the job of protecting the miners by battling the waters and the creatures it hid. By the time the miners tunneled above the level of the newly born sea, only three of the twenty were left, but the gods themselves marked them with the Halaglaz rune on each of their hands. The Brotherhood of Halaglaz, The Brotherhood of Ordeal was born.


Torches were lit and they saw Urian in his full regalia, hammer ready in his hands. He stood alone in the center of stage below the others. An older Halagaz announced one more test and a trap door opened, vomiting out a creature of terror, a chaos beast!

The fight was long and hard, but the dwarf prevailed. His hands were marked with the Halaglaz rune and all were led to a waiting feast. During the feast Copoc and Malcomb met Guldag, one of the other dwarves in attendance and the two humans -- Andreas and Dario, a wizard and his servant, a warrior.

Andreas had wheedled and invitation in order to meet Gudlag and the group hit it off and decided to meet again onboard the White Dragon to further discuss their mutual goals.
 
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