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Lylandra's War of the Burning Sky continued
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<blockquote data-quote="Lylandra" data-source="post: 7313854" data-attributes="member: 6816692"><p><strong>Lord Jelly and his merry undead</strong></p><p></p><p><em>As a short note for those who might ask why I'm speaking of “the gnomes” of Clan Millorn: I completely cut halflings from my campaign and replaced them with gnomes. I didn't feel like halflings were adding much to the campaign, no player was interested in playing one anyway and there was no instance where having a halfling was necessary for the plot. Gnomes on the other hand were established as a fearless, strong-willed folk since adventure 1 (Gabal, Badgerface) and so I kept them. </em></p><p><em></em></p><p><em>I also like the concept of the party's friendly rivals, even if they didn't really rival my own party's abilities. I toyed a bit with the idea of making the gnomes a bit stronger and let my players play them every now and then, but realized that especially Cuin'halar's player loves his character and wouldn't be too happy to play someone else (even if he envied Grellfin for his dragon). So I kept Clan Millorn at their original power level which made them a good deal weaker than the party.</em> </p><p></p><p>The trio examines the elevator and its mechanism, but they quickly find out that it wouldn't be working in its current state. So there has to be some kind of power source or other means to activate it. They do spot the silvery glimmering end of the elevator shaft and Cuin thinks that this might be some sort of planar rift that could be linked to the astral plane.</p><p></p><p>The team re-unites with Clan Millorn and they discuss possible means of setting up a camp for the upcoming night. They all agree that the stables might pose a perfect spot as they'd avoid being cornered and Jorrina agrees to place her magnificent mansion there. The gnomes tell Tinu, Torrent and Cuin that they already scanned the area for traps and found none. What they did find was a pump that was guarded by undead and so they decided to retreat and discuss the matter with the others. They also heard strange, whistling noises from the supposed second floor, but didn't inquire any further, even if Grellfin was sure he smelled something fell .</p><p></p><p>The trio agrees to take a look at the undead, so Jorrina and her team can go on to prepare the campsite. To their surprise, they find the undead, a group of skeletal gnolls, hidden behind a secret door. Their leader, a nasty-looking individual named Thorkrid the Dark, insists that they leave this place or else they'll attack. Cuin, who didn't really expect the gnoll to be that talkative, takes this as an opportunity to return the favor. He asks them why he is guarding this specific room and doesn't roam free like the others. Thorkrid explains that he is serving his master, Inquisitor Griiat, who ordered him to make sure no one repairs the pump. </p><p></p><p>It turns out that Thorkrid isn't really fond of his “master”, as he'd rather like to rule over Korstull himself. Therefore, Cuin offers him a deal: Thorkrid helps them reach and remove Griiat (he explains that they hate inquisitors with a passion) by activating the pump and making sure no one deactivates it again. In return, they will leave Korstull after they finished their business here, so the gnoll can be king of the castle. A plan to which Thorkrid can agree, so he orders his cultists to repair the pump system.</p><p></p><p>This kind of beats two birds with one stone as Cuin hopes that a possessive gnoll could also defend his castle against the First Army, should they realize that the path to Korstull is open. </p><p></p><p>After they finished business with Thorkrid, they advise the gnomes to not disturb the gnoll cultist's lair. Then they investigate the strange whistling noise Clan Millorn heard earlier. The team gets to the kitchen where they find tiny footprints and signs that someone could have been here to gather food and wash the dishes a short time ago. They also hear sounds of a party (even if there is no whistling) nearby, but find the entrance to what appears to be the dining hall blocked. As they know that there should be an entrance for the castle's servants somewhere else (so they can bring in the food without disturbing dinner), they search for an alternative.</p><p></p><p><em>Note: I applaud both my player's quick thinking and the really logical layout of Korstull at this point. I'm usually not that fond of dungeons, but I really liked this one as it made sense and offered lots of opportunities to explore and to talk to its denizens. </em></p><p></p><p>After a quick search, they find the secret door leading to the banquet hall. To their surprise, the undead inhabitants seem to be enjoying themselves with a big party, led by a huge ochre jelly on a throne who seems to be wearing an ioun stone. </p><p></p><p>“Who disturbs the feast of Lord Gorquith and his fellow Lords?!” the jelly speaks in a bubbly voice, before the other skeletons answer “Food!” in unison. The trio is even more surprised by this revelation. They quickly explain that they are no food, but could be of help to the sindairese rebels. They add that they were looking for a “Lord Gorquith” as they are emissaries from Seaquen who wish to form an alliance against the Ragesians. This is convincing enough for Lord jelly to call off the attack on the delicious mortals and start negotiations. </p><p></p><p>Gorquith explains the reason for his dreadful existence due to Inquisitor Griiat's cruel means of executing the rebel leader. He says he hopes Coaltongue is rotting in hell for his crimes against Sindaire and adds that he'd gladly join forces with any enemy of Ragesia, but he's also pretty sure that his allies would be horrified by his new form. In return the party tells him all that happened during the time he was locked in Korstull. They hope to find clues on the Torch's and Coaltongue's assassins' whereabouts (Gorquith: “Make sure to give them a medal for their deeds when you find them!”). It also seems like they have to dispose Inquisitor Griiat (and maybe also another Inquisitor named Darius) first, so they'd be really grateful for any information about Korstull. </p><p></p><p>Gorquith seizes the opportunity to propose yet another deal: Return him to life, so he may lead his forces once again. In return, he will provide them with vital information and they may keep all the castle's treasure on top of that. He tells them where the needed resurrection scroll can be found and they promise him to return in time. </p><p></p><p><em>Note: See, just talk one sentence with an NPC and you can be sure that at least Cuin'halar talks back. He wouldn't start a fight unless he's 100% sure that his opponent is a despicable person or unless he knows that bringing someone down is necessary. Tinuviel is easier to stir to violence and the two brothers can (and thankfully do!) debate quite a lot about their preferred courses of actions. </em></p><p><em></em></p><p><em>Also, Gorquith. Going from a really cruel scene to crude irony that gave me a good laugh in a matter of a few sentences. Whoever came up with the ioun-stone wearing skeleton in an ochre jelly and the macabre feast has a brilliant sense of humor. </em></p><p></p><p>As Gorquith gave them the information that the needed resurrection scroll is in the healing haal behind the chapel area, and the party did find some hints that there might be devils somewhere upstairs on the foyer stairs, they return to Clan Millorn and ask Grellfin Flintfindercandle whether he'd like to accompany them as a paladin could be interested in driving evil forces away from such a hallowed ground. Grellfin agrees and so the team is expanded by one gnome paladin and his faithful white dragon. </p><p></p><p>They find the entrance to the chapel area barred as well, but Tinuviel uses the keyhole to dimension door himself to the other side and remove the immovable rods. Behind the door they find an unhappy looking imp who's about to run off. They manage to catch the creature who instantly begs them to do him no harm as he's only Luxkamma's servant and did nothing wrong. </p><p></p><p>Grellfin wants to smite the pitiful imp, but Tinuviel, Torrent and Cuin'halar ask him to wait just a moment as the creature might have some valuable information. After all, he just mentioned a “mistress Luxkamma” who might be either another devil, an inquisitor or an evil spellcaster. Pilmat starts crying over the debate and so Tinuviel feels the need to gag him as he doesn't want to alert this Luxkamma. </p><p></p><p>Once Grellfin promises to give the imp a chance and Pilmat promises to stop his wailing, the imp explains that he once served a wizard and only wishes to be his own master. Luxkamma and her lover Alsau enslaved him however and said they had orders from a certain Guthwulf to examine the castle. Then they sent him to make a deal with Griiat, but he was too afraid to do so and so he just told them that everything's alright. Needless to say that the party is relieved to hear that these devils are not in league with the master Inquisitor. </p><p></p><p>Now that they know how many devils are roaming around here, they tie up and gag Pilmat and leave him in the foyer while they cautiously sneak from room to room to catch the devils unaware. They manage to kill two bearded devils who are brewing poison in the chapel kitchen, find a powerful undead soldier in the storage and decide to just keep him locked up. </p><p></p><p>They find the main bunch of devils, including Luxkamma and Alsau, the bone devils, in the Main chapel where they are enjoying themselves with painting obscenities over the holy murals. Grellfin has enough of this blasphemy and charges Liselle, the erinyes. A huge battle breaks out and as soon as the party downs Alsau and the other two bearded devils, Liselle and Luxkamma teleport away to hide invisibly. This makes the party start looking for them and the bring them down after a few minutes of a game of hide, stalk and seek.</p><p></p><p>Grellfin is satisfied in the end and they also find the promised scroll of resurrection in the hall of healing. Tinuviel asks the rest of the group to search the whole chapel are to which everyone can agree. They all make small offerings in the Pantheon hall, clean up the statues of their respective patron deities and Grellfin fills several vials of holy water (for Oller, he says). </p><p></p><p>Once they enter the meditation chamber however, they suddenly feel watched. When Tinuviel touches one of the mirror shards lying around here, he can momentarily see a spectral image of an inquisitor who turns to watch him directly in the eyes. What is even more frightening is the fact that there are several mirrors in this inquisitor's room and they all depict different areas of Korstull. Not wanting to be watched any further, they withdraw from the chamber. </p><p></p><p>On their way down they pick up Pilmat and promise him to bring him to Lyceum where he can be dismissed from this plane and sent back to the hell he was called from. Pilmat seems content with this plan and congratulates them on their heroic victory over nasty, wicked Luxkamma. </p><p></p><p>While Grellfin takes Pilmat to their campsite in the horsetrack area, the rest of the group pauses for a moment to talk about the resurrection scroll. As Gorquith told them earlier, Coaltongue brought a huge dragon skeleton with them when he had this castle built and they know only one dragon this skeleton could belong to: Syana. Now there could be this tiny chance to actually resurrect the guardian of Ycengled with the scroll, but they also promised Gorquith to return him to life. And as much as Cuin wishes to see Syana alive again, he should probably keep his promise and see what he can do for the dragon once he reaches her.</p><p><em></em></p><p><em>Note: This put me totally off-track. I honestly didn't think about this possibility and on paper there was no concrete reason why a resurrection spell should fail. Now this could “simply” break the end of adventure 6 and the beginning of 7 for most groups, but Syana is a very special dragon in my campaign and I'd probably give away all of her secrets and destroy some of my future gambits should she come back to life. We had some discussion about my little problem in this thread <a href="http://www.enworld.org/forum/showthread.php?513854-Oops-they-did-it-again" target="_blank">http://www.enworld.org/forum/showthread.php?513854-Oops-they-did-it-again</a> and I ruled that Syana would lack too much of her soul to come back should someone really try to resurrect her. </em></p><p></p><p>Then they head back to Lord Gorquith and his band of merry undead. They say that they'll keep their promise and resurrect him as soon as he died a second time. “But what about me?!” cries Findle, Gorquith's minstrel “this isn't fair!”. This leads to a discussion between the Sindairese aristocrats until the party offers to resurrect them all if they agree to be killed and have the needed material components transferred to the Lyceum by an official degree.</p><p></p><p>Then they go on to put them all to rest, take a tooth of each Lord with them and resurrect Gorquith. The Lord is more than grateful for his rescue and gives them the promised information on the upper areas of Korstull. He also gives them the code for the elevator and adds that this is some rather deadly trap for any uninvited intruder. The trio then returns to the campsite and decides to take a longer rest for the night as the pump will need several more hours to reach the required pressure level for the main lift. </p><p><em></em></p><p><em>See, no rogue needed. In the end, honest diplomacy saved the day <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></em></p></blockquote><p></p>
[QUOTE="Lylandra, post: 7313854, member: 6816692"] [b]Lord Jelly and his merry undead[/b] [I]As a short note for those who might ask why I'm speaking of “the gnomes” of Clan Millorn: I completely cut halflings from my campaign and replaced them with gnomes. I didn't feel like halflings were adding much to the campaign, no player was interested in playing one anyway and there was no instance where having a halfling was necessary for the plot. Gnomes on the other hand were established as a fearless, strong-willed folk since adventure 1 (Gabal, Badgerface) and so I kept them. I also like the concept of the party's friendly rivals, even if they didn't really rival my own party's abilities. I toyed a bit with the idea of making the gnomes a bit stronger and let my players play them every now and then, but realized that especially Cuin'halar's player loves his character and wouldn't be too happy to play someone else (even if he envied Grellfin for his dragon). So I kept Clan Millorn at their original power level which made them a good deal weaker than the party.[/I] The trio examines the elevator and its mechanism, but they quickly find out that it wouldn't be working in its current state. So there has to be some kind of power source or other means to activate it. They do spot the silvery glimmering end of the elevator shaft and Cuin thinks that this might be some sort of planar rift that could be linked to the astral plane. The team re-unites with Clan Millorn and they discuss possible means of setting up a camp for the upcoming night. They all agree that the stables might pose a perfect spot as they'd avoid being cornered and Jorrina agrees to place her magnificent mansion there. The gnomes tell Tinu, Torrent and Cuin that they already scanned the area for traps and found none. What they did find was a pump that was guarded by undead and so they decided to retreat and discuss the matter with the others. They also heard strange, whistling noises from the supposed second floor, but didn't inquire any further, even if Grellfin was sure he smelled something fell . The trio agrees to take a look at the undead, so Jorrina and her team can go on to prepare the campsite. To their surprise, they find the undead, a group of skeletal gnolls, hidden behind a secret door. Their leader, a nasty-looking individual named Thorkrid the Dark, insists that they leave this place or else they'll attack. Cuin, who didn't really expect the gnoll to be that talkative, takes this as an opportunity to return the favor. He asks them why he is guarding this specific room and doesn't roam free like the others. Thorkrid explains that he is serving his master, Inquisitor Griiat, who ordered him to make sure no one repairs the pump. It turns out that Thorkrid isn't really fond of his “master”, as he'd rather like to rule over Korstull himself. Therefore, Cuin offers him a deal: Thorkrid helps them reach and remove Griiat (he explains that they hate inquisitors with a passion) by activating the pump and making sure no one deactivates it again. In return, they will leave Korstull after they finished their business here, so the gnoll can be king of the castle. A plan to which Thorkrid can agree, so he orders his cultists to repair the pump system. This kind of beats two birds with one stone as Cuin hopes that a possessive gnoll could also defend his castle against the First Army, should they realize that the path to Korstull is open. After they finished business with Thorkrid, they advise the gnomes to not disturb the gnoll cultist's lair. Then they investigate the strange whistling noise Clan Millorn heard earlier. The team gets to the kitchen where they find tiny footprints and signs that someone could have been here to gather food and wash the dishes a short time ago. They also hear sounds of a party (even if there is no whistling) nearby, but find the entrance to what appears to be the dining hall blocked. As they know that there should be an entrance for the castle's servants somewhere else (so they can bring in the food without disturbing dinner), they search for an alternative. [I]Note: I applaud both my player's quick thinking and the really logical layout of Korstull at this point. I'm usually not that fond of dungeons, but I really liked this one as it made sense and offered lots of opportunities to explore and to talk to its denizens. [/I] After a quick search, they find the secret door leading to the banquet hall. To their surprise, the undead inhabitants seem to be enjoying themselves with a big party, led by a huge ochre jelly on a throne who seems to be wearing an ioun stone. “Who disturbs the feast of Lord Gorquith and his fellow Lords?!” the jelly speaks in a bubbly voice, before the other skeletons answer “Food!” in unison. The trio is even more surprised by this revelation. They quickly explain that they are no food, but could be of help to the sindairese rebels. They add that they were looking for a “Lord Gorquith” as they are emissaries from Seaquen who wish to form an alliance against the Ragesians. This is convincing enough for Lord jelly to call off the attack on the delicious mortals and start negotiations. Gorquith explains the reason for his dreadful existence due to Inquisitor Griiat's cruel means of executing the rebel leader. He says he hopes Coaltongue is rotting in hell for his crimes against Sindaire and adds that he'd gladly join forces with any enemy of Ragesia, but he's also pretty sure that his allies would be horrified by his new form. In return the party tells him all that happened during the time he was locked in Korstull. They hope to find clues on the Torch's and Coaltongue's assassins' whereabouts (Gorquith: “Make sure to give them a medal for their deeds when you find them!”). It also seems like they have to dispose Inquisitor Griiat (and maybe also another Inquisitor named Darius) first, so they'd be really grateful for any information about Korstull. Gorquith seizes the opportunity to propose yet another deal: Return him to life, so he may lead his forces once again. In return, he will provide them with vital information and they may keep all the castle's treasure on top of that. He tells them where the needed resurrection scroll can be found and they promise him to return in time. [I]Note: See, just talk one sentence with an NPC and you can be sure that at least Cuin'halar talks back. He wouldn't start a fight unless he's 100% sure that his opponent is a despicable person or unless he knows that bringing someone down is necessary. Tinuviel is easier to stir to violence and the two brothers can (and thankfully do!) debate quite a lot about their preferred courses of actions. Also, Gorquith. Going from a really cruel scene to crude irony that gave me a good laugh in a matter of a few sentences. Whoever came up with the ioun-stone wearing skeleton in an ochre jelly and the macabre feast has a brilliant sense of humor. [/I] As Gorquith gave them the information that the needed resurrection scroll is in the healing haal behind the chapel area, and the party did find some hints that there might be devils somewhere upstairs on the foyer stairs, they return to Clan Millorn and ask Grellfin Flintfindercandle whether he'd like to accompany them as a paladin could be interested in driving evil forces away from such a hallowed ground. Grellfin agrees and so the team is expanded by one gnome paladin and his faithful white dragon. They find the entrance to the chapel area barred as well, but Tinuviel uses the keyhole to dimension door himself to the other side and remove the immovable rods. Behind the door they find an unhappy looking imp who's about to run off. They manage to catch the creature who instantly begs them to do him no harm as he's only Luxkamma's servant and did nothing wrong. Grellfin wants to smite the pitiful imp, but Tinuviel, Torrent and Cuin'halar ask him to wait just a moment as the creature might have some valuable information. After all, he just mentioned a “mistress Luxkamma” who might be either another devil, an inquisitor or an evil spellcaster. Pilmat starts crying over the debate and so Tinuviel feels the need to gag him as he doesn't want to alert this Luxkamma. Once Grellfin promises to give the imp a chance and Pilmat promises to stop his wailing, the imp explains that he once served a wizard and only wishes to be his own master. Luxkamma and her lover Alsau enslaved him however and said they had orders from a certain Guthwulf to examine the castle. Then they sent him to make a deal with Griiat, but he was too afraid to do so and so he just told them that everything's alright. Needless to say that the party is relieved to hear that these devils are not in league with the master Inquisitor. Now that they know how many devils are roaming around here, they tie up and gag Pilmat and leave him in the foyer while they cautiously sneak from room to room to catch the devils unaware. They manage to kill two bearded devils who are brewing poison in the chapel kitchen, find a powerful undead soldier in the storage and decide to just keep him locked up. They find the main bunch of devils, including Luxkamma and Alsau, the bone devils, in the Main chapel where they are enjoying themselves with painting obscenities over the holy murals. Grellfin has enough of this blasphemy and charges Liselle, the erinyes. A huge battle breaks out and as soon as the party downs Alsau and the other two bearded devils, Liselle and Luxkamma teleport away to hide invisibly. This makes the party start looking for them and the bring them down after a few minutes of a game of hide, stalk and seek. Grellfin is satisfied in the end and they also find the promised scroll of resurrection in the hall of healing. Tinuviel asks the rest of the group to search the whole chapel are to which everyone can agree. They all make small offerings in the Pantheon hall, clean up the statues of their respective patron deities and Grellfin fills several vials of holy water (for Oller, he says). Once they enter the meditation chamber however, they suddenly feel watched. When Tinuviel touches one of the mirror shards lying around here, he can momentarily see a spectral image of an inquisitor who turns to watch him directly in the eyes. What is even more frightening is the fact that there are several mirrors in this inquisitor's room and they all depict different areas of Korstull. Not wanting to be watched any further, they withdraw from the chamber. On their way down they pick up Pilmat and promise him to bring him to Lyceum where he can be dismissed from this plane and sent back to the hell he was called from. Pilmat seems content with this plan and congratulates them on their heroic victory over nasty, wicked Luxkamma. While Grellfin takes Pilmat to their campsite in the horsetrack area, the rest of the group pauses for a moment to talk about the resurrection scroll. As Gorquith told them earlier, Coaltongue brought a huge dragon skeleton with them when he had this castle built and they know only one dragon this skeleton could belong to: Syana. Now there could be this tiny chance to actually resurrect the guardian of Ycengled with the scroll, but they also promised Gorquith to return him to life. And as much as Cuin wishes to see Syana alive again, he should probably keep his promise and see what he can do for the dragon once he reaches her. [I] Note: This put me totally off-track. I honestly didn't think about this possibility and on paper there was no concrete reason why a resurrection spell should fail. Now this could “simply” break the end of adventure 6 and the beginning of 7 for most groups, but Syana is a very special dragon in my campaign and I'd probably give away all of her secrets and destroy some of my future gambits should she come back to life. We had some discussion about my little problem in this thread [url]http://www.enworld.org/forum/showthread.php?513854-Oops-they-did-it-again[/url] and I ruled that Syana would lack too much of her soul to come back should someone really try to resurrect her. [/I] Then they head back to Lord Gorquith and his band of merry undead. They say that they'll keep their promise and resurrect him as soon as he died a second time. “But what about me?!” cries Findle, Gorquith's minstrel “this isn't fair!”. This leads to a discussion between the Sindairese aristocrats until the party offers to resurrect them all if they agree to be killed and have the needed material components transferred to the Lyceum by an official degree. Then they go on to put them all to rest, take a tooth of each Lord with them and resurrect Gorquith. The Lord is more than grateful for his rescue and gives them the promised information on the upper areas of Korstull. He also gives them the code for the elevator and adds that this is some rather deadly trap for any uninvited intruder. The trio then returns to the campsite and decides to take a longer rest for the night as the pump will need several more hours to reach the required pressure level for the main lift. [I] See, no rogue needed. In the end, honest diplomacy saved the day :)[/I] [/QUOTE]
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