War Golem
First Post
This campaign story hour picks up 2 years in, real time. The party is known as The Questioning, and the over-arching theme of the campaign at this point is that they are trying to prevent the return of a group of ancient beings known as Khaos Lords, eight extra-dimensional beings of pure evil and chaos.
Here is a run-down on the members of the Questioning. At the time the action starts, they are all in the 11-13th level range:
Bytnr, NG human rogue. Bytnr is a plain looking human with brown hair. He wears leathers and fights with a sword and bow.
Bytnr is confident, relaxed and a bit cocky.
Falko, LG dwarven fighter (NPC). Falko is ex-military. He was originally assigned to a mission with the Questioning, and has since resigned his commission and joined them full-time. He is powerfully built, and wears dwarven plate and shield. He specializes with the dwarven war axe.
Falko is very slow, but has a pair of moon bracers that let him dimension door once per day. This is tremendously helpful in combat situations.
Falko is determined, loyal and very by-the-book, which often leaves him frustrated with his more chaotic companions.
Heian Nailö, CG elven ranger/fighter/deepwood stalker. Heian is a young elf with green eyes, gray hair and tanned skin. A childhood accident has left a small scar on his left temple. His adventuring garb is studded leather and a large cloak. He wears a prominent pair of gloves, and dual wields his two swords.
Heian is impatient, serious and sometimes surly. But he has a strong sense of responsibility, and is very dedicated to his companions. He is often overly protective of them in dangerous situations.
Heian is the closest thing to a leader this group has, although it is not a role he is comfortable with.
Jenna Wolheim, CG aasimar cleric of Esoni (CG goddess of magic and the atmosphere). Jenna is quite tall and slender, standing five feet nine inches and weighing just over one hundred thirty pounds. She is breathtakingly attractive, with golden eyes, pale skin and long black hair. She adventures in chain mail and a cream-colored cloak trimmed with green and blue. She wields Banisher, a holy mace especially effective against extraplanar beings.
Jenna is quiet and easy-going. She is not always the best tactician, but can be surprisingly deadly when focused.
Kalya, CG elf wizard. Kalya stands about five and a half feet tall. She has long red hair and clear blue eyes. She dresses simply, and carries only a dagger as a weapon.
Kalya is calm, focused and patient.
Kimchee, CG nali bard. Kimchee stands about average height for a nali, three and a half feet tall. His head is abnormally large. His skin is blend of deep blue/red and purple, indicative of his arcane prowess. A pair of claw scars slash across his face, his sparse eyebrows are small flickering flames that reveal his fire sub-type, and a permanent small speck of blood in the middle of his forehead reminds where he was marked by the vampire Terisa. He adventures in a mithral shirt, worn underneath a black and white spotted cloak. While adventuring, Kimchee will occasionally grab his head in pain from a sudden migraine attack. Kimchee fights with his bow and the dagger, Aesir.
Kimchee is curious, greedy and cheap. He is also continually trying to get laid, but has a pathetic track record in this department.
Leta, CG kzinti rogue. Leta was a gray-furred kzinti who adventured with the Questioning early on. She was impulsive, unpredictable and viciously effective dual wielding short swords with sneak attack. Her impulsiveness did her in when she imbibed some essence of raw Khaos. Her body slowly started to fall apart. The Questioning tried to find a way to save her, but was unable to complete the task before Leta’s sick body was stolen away by a mysterious being called Ghostwalker.
Oroluin, CG elf bard/dragon disciple. Oroluin is a good-looking elf that keeps himself just slightly unkempt and scruffy. He adventures in standard gear, which includes his favored instrument, the panpipes. He fights with a rapier and the bow, Longfang.
Oroluin is happy, curious and slightly annoying.
Pazu, NG human rogue/gatecrasher. Pazu is tanned and lean with green eyes and long white hair with a braid on one side. He has a broad mouth that smiles easily with large dimples. He wears a floppy gray leather hat, and a gray leather cloak. He sports comfortable black leather armor, and wears a black silk mask. He is partial to deep blue tunic. He carries two elegant daggers at his belt. On either hip, he has wooden scabbards that each hold another trio of daggers.
Pazu is calm, cool, mildly sarcastic and attempts to perform every action with a maximum of panache. He styles himself as an “Agent of Destiny” but even he is not sure exactly what that means.
Sixetlachtetlan Ixklattlestalten, CG sauran cleric of Serenthrargas (CG god of storms, the sky, wind and rain). Six is a tank. She wears full plate and a shield and carries an assortment of nasty weapons, including the axe, Thunderstrike. Six is very large; she stands six feet four inches, and weighs over three hundred pounds. Her scales are a range from tan to dark brown.
Six is a very intimidating personality – a massive reptile burning with religious fervor. She is outwardly a stolid warrior, maintaining an emotional distance from those around her. But she is very protective of her adopted “tribe,” and will protect them to any length. She tends to value others’ worth based on their physical might. Her faith and dedication to her god is prodigious (and scary).
Whiskers of Bonesplitter Clan, CG skaven wizard. Whiskers is a sloppy skaven, whose clothes rarely match and are perpetually in need of laundering. He travels light, and carries a dagger that he probably doesn’t know how to use.
Whiskers is very intelligent, crafty and lacking in most social graces. He is a powerful wizard and usually manages to use his spells to great effect in combat; yet he is a coward at heart, and is very reluctant to put himself in danger.
(Whiskers player moved away, to San Diego. A great loss for the party and our gaming group.)
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Return of Khaos
Not long ago, the Questioning obtained a set of potent magical gloves when they defeated Jormungarren Oathbreaker, a evil dwarf barbarian, and his band of frost giants. Upon their return to Bristol, they are informed by a pair of unfriendly monks that the Gloves are in fact Ja-Korr's Gloves of Power, and that the gloves rightfully belong to the Temple of the Black Sun, of which Ja-Korr was the Grand Master many generations ago. Heian, the ranger currently wearing the gloves, is given forty-eight hours to turn the gloves over to the Temple.
We join the story with the Questioning having traveled to a remote monastery to settle once and for all the ownership of Ja-Korr's Gloves of Power. The Temple of the Black Sun is not the player on the world stage it was a century ago, but its reputation for ill-minded pursuits lingers and the Questioning isn't here to make friends. The Questioning infiltrate and then assault the temple proper, leading to a fight against a group of monks, several kere devils, and the venerable, magic-wielding grandmaster of the monastery. The grandmaster torments the ranger Heian telepathically the whole time, trying to convince Heian that he and his friends would be much better off if Heian would just return the Gloves back to their rightful owners. Heian isn't buying it. When most of his allies have been defeated, the monk teleports away, but leaves Heian with one last telepathic message - the Gloves will be mine.
****************************
Minutes after the battle concludes, Whiskers eyes gloss over. When he comes to, he informs the party that Jarik, his new pseudo-patron at the Academy of Magic, has just asked Whiskers to meet him in Sigil to assist tracking down a lead in the search for Lord Byron, who was kidnapped by the githyanki captain Arkaus many months ago. Whiskers says farewell to his friends, and plane shifts to the Astral.
The remaining party searches the bodies and the room, but finds no exits. The party decides to stay in the large temple hall and rest. Not two hours into the first watch, Kimchee and Falko notice the rear wall of the building is on fire. As the fire spreads, the party wakes up and decides to get out of the building. Kimchee dispels Whiskers’ wall of iron that was blocking the entrance, only to reveal a wall of fire already in place on the other side. With the entrance still blocked, and not knowing what adversaries they might face, the spell-depleted party bolts back to Bristol via Six’s word of recall... much to Heian’s dismay, as he was really looking forward to searching and looting the rest of the buildings at the monastery.
Back in Bristol, some items are identified and some shopping is conducted. Six reports the presence of a monastery full of evil dudes to Tormal, one of her superiors at the Serenthrargas temple, but he seems not overly concerned.
The next night there is a grand feast at the Serenthrargas temple in Six’s honor (and her companions, to a lesser extent) to celebrate the recovery of Thunderstrike, a holy weapon of the church. Chancellor Severius informs Six that the Queen wishes to offer a token of her gratitude for Six’s service to the realm, and grants Six ownership of a small keep located an hour’s ride north of Bristol. The party is quite pleased to know they have a place to live again.
At the feast, an elf approaches Jenna and quietly informs her that the high priestess of Shara would like a secret meeting with Jenna later that night at the Kirincidal temple. When Jenna is ready to go, however, Heian is grandly drunk, and Six remains occupied as the center of attention. Jenna and Kimchee go to the Kirincidal temple and are escorted several levels down to a warded chamber. Rhianna Dale, the beautiful elven high priestess of Shara, awaits them. Jenna and Kimchee listen as Rhianna reveals her doubts about the Queen’s proclamation that Lord Krang’s mission was a success, and that the Khaos threat has been delayed in any way. She believes the Giant-King Skaal is holding Krang captive and that Sashmeel is dead and cannot be resurrected. Fiona has not contacted Rhianna, as Rhianna believes she would have had the mission succeeded. More troubling is that Rhianna has communed with her goddess, and still cannot determine the whereabouts of Fiona, nor whether she lives.
Rhianna asks the Questioning if they will determine what happened to Krang, Sashmeel and Fiona and to take up Krang’s mission to recover the Radior Stone from the Giant-King Skaal, and Jenna and Kimchee say they will try to help.
The next day the party is escorted to their keep by Phineas, a kzinti attaché from the palace. The place needs some cleaning and furnishing, but has the makings of a cozy little home for the party.
The party heads back to Bristol to finish up some errands. Along the way they discuss their next move. There is some sentiment to hunt down the forvalaka, but in the end they decide to head north, across the Crystal Sea to the Frozen Bloodlands, where they will confront the Giant-King Skaal and his tribes of giants, minotaurs, wolfen, and who knows what else.
Here is a run-down on the members of the Questioning. At the time the action starts, they are all in the 11-13th level range:
Bytnr, NG human rogue. Bytnr is a plain looking human with brown hair. He wears leathers and fights with a sword and bow.
Bytnr is confident, relaxed and a bit cocky.

Falko, LG dwarven fighter (NPC). Falko is ex-military. He was originally assigned to a mission with the Questioning, and has since resigned his commission and joined them full-time. He is powerfully built, and wears dwarven plate and shield. He specializes with the dwarven war axe.
Falko is very slow, but has a pair of moon bracers that let him dimension door once per day. This is tremendously helpful in combat situations.
Falko is determined, loyal and very by-the-book, which often leaves him frustrated with his more chaotic companions.

Heian Nailö, CG elven ranger/fighter/deepwood stalker. Heian is a young elf with green eyes, gray hair and tanned skin. A childhood accident has left a small scar on his left temple. His adventuring garb is studded leather and a large cloak. He wears a prominent pair of gloves, and dual wields his two swords.
Heian is impatient, serious and sometimes surly. But he has a strong sense of responsibility, and is very dedicated to his companions. He is often overly protective of them in dangerous situations.
Heian is the closest thing to a leader this group has, although it is not a role he is comfortable with.

Jenna Wolheim, CG aasimar cleric of Esoni (CG goddess of magic and the atmosphere). Jenna is quite tall and slender, standing five feet nine inches and weighing just over one hundred thirty pounds. She is breathtakingly attractive, with golden eyes, pale skin and long black hair. She adventures in chain mail and a cream-colored cloak trimmed with green and blue. She wields Banisher, a holy mace especially effective against extraplanar beings.
Jenna is quiet and easy-going. She is not always the best tactician, but can be surprisingly deadly when focused.

Kalya, CG elf wizard. Kalya stands about five and a half feet tall. She has long red hair and clear blue eyes. She dresses simply, and carries only a dagger as a weapon.
Kalya is calm, focused and patient.

Kimchee, CG nali bard. Kimchee stands about average height for a nali, three and a half feet tall. His head is abnormally large. His skin is blend of deep blue/red and purple, indicative of his arcane prowess. A pair of claw scars slash across his face, his sparse eyebrows are small flickering flames that reveal his fire sub-type, and a permanent small speck of blood in the middle of his forehead reminds where he was marked by the vampire Terisa. He adventures in a mithral shirt, worn underneath a black and white spotted cloak. While adventuring, Kimchee will occasionally grab his head in pain from a sudden migraine attack. Kimchee fights with his bow and the dagger, Aesir.
Kimchee is curious, greedy and cheap. He is also continually trying to get laid, but has a pathetic track record in this department.

Leta, CG kzinti rogue. Leta was a gray-furred kzinti who adventured with the Questioning early on. She was impulsive, unpredictable and viciously effective dual wielding short swords with sneak attack. Her impulsiveness did her in when she imbibed some essence of raw Khaos. Her body slowly started to fall apart. The Questioning tried to find a way to save her, but was unable to complete the task before Leta’s sick body was stolen away by a mysterious being called Ghostwalker.

Oroluin, CG elf bard/dragon disciple. Oroluin is a good-looking elf that keeps himself just slightly unkempt and scruffy. He adventures in standard gear, which includes his favored instrument, the panpipes. He fights with a rapier and the bow, Longfang.
Oroluin is happy, curious and slightly annoying.

Pazu, NG human rogue/gatecrasher. Pazu is tanned and lean with green eyes and long white hair with a braid on one side. He has a broad mouth that smiles easily with large dimples. He wears a floppy gray leather hat, and a gray leather cloak. He sports comfortable black leather armor, and wears a black silk mask. He is partial to deep blue tunic. He carries two elegant daggers at his belt. On either hip, he has wooden scabbards that each hold another trio of daggers.
Pazu is calm, cool, mildly sarcastic and attempts to perform every action with a maximum of panache. He styles himself as an “Agent of Destiny” but even he is not sure exactly what that means.

Sixetlachtetlan Ixklattlestalten, CG sauran cleric of Serenthrargas (CG god of storms, the sky, wind and rain). Six is a tank. She wears full plate and a shield and carries an assortment of nasty weapons, including the axe, Thunderstrike. Six is very large; she stands six feet four inches, and weighs over three hundred pounds. Her scales are a range from tan to dark brown.
Six is a very intimidating personality – a massive reptile burning with religious fervor. She is outwardly a stolid warrior, maintaining an emotional distance from those around her. But she is very protective of her adopted “tribe,” and will protect them to any length. She tends to value others’ worth based on their physical might. Her faith and dedication to her god is prodigious (and scary).

Whiskers of Bonesplitter Clan, CG skaven wizard. Whiskers is a sloppy skaven, whose clothes rarely match and are perpetually in need of laundering. He travels light, and carries a dagger that he probably doesn’t know how to use.
Whiskers is very intelligent, crafty and lacking in most social graces. He is a powerful wizard and usually manages to use his spells to great effect in combat; yet he is a coward at heart, and is very reluctant to put himself in danger.

(Whiskers player moved away, to San Diego. A great loss for the party and our gaming group.)
<><><><><><><><><><><>
Return of Khaos
Not long ago, the Questioning obtained a set of potent magical gloves when they defeated Jormungarren Oathbreaker, a evil dwarf barbarian, and his band of frost giants. Upon their return to Bristol, they are informed by a pair of unfriendly monks that the Gloves are in fact Ja-Korr's Gloves of Power, and that the gloves rightfully belong to the Temple of the Black Sun, of which Ja-Korr was the Grand Master many generations ago. Heian, the ranger currently wearing the gloves, is given forty-eight hours to turn the gloves over to the Temple.
We join the story with the Questioning having traveled to a remote monastery to settle once and for all the ownership of Ja-Korr's Gloves of Power. The Temple of the Black Sun is not the player on the world stage it was a century ago, but its reputation for ill-minded pursuits lingers and the Questioning isn't here to make friends. The Questioning infiltrate and then assault the temple proper, leading to a fight against a group of monks, several kere devils, and the venerable, magic-wielding grandmaster of the monastery. The grandmaster torments the ranger Heian telepathically the whole time, trying to convince Heian that he and his friends would be much better off if Heian would just return the Gloves back to their rightful owners. Heian isn't buying it. When most of his allies have been defeated, the monk teleports away, but leaves Heian with one last telepathic message - the Gloves will be mine.
****************************
Minutes after the battle concludes, Whiskers eyes gloss over. When he comes to, he informs the party that Jarik, his new pseudo-patron at the Academy of Magic, has just asked Whiskers to meet him in Sigil to assist tracking down a lead in the search for Lord Byron, who was kidnapped by the githyanki captain Arkaus many months ago. Whiskers says farewell to his friends, and plane shifts to the Astral.
The remaining party searches the bodies and the room, but finds no exits. The party decides to stay in the large temple hall and rest. Not two hours into the first watch, Kimchee and Falko notice the rear wall of the building is on fire. As the fire spreads, the party wakes up and decides to get out of the building. Kimchee dispels Whiskers’ wall of iron that was blocking the entrance, only to reveal a wall of fire already in place on the other side. With the entrance still blocked, and not knowing what adversaries they might face, the spell-depleted party bolts back to Bristol via Six’s word of recall... much to Heian’s dismay, as he was really looking forward to searching and looting the rest of the buildings at the monastery.
Back in Bristol, some items are identified and some shopping is conducted. Six reports the presence of a monastery full of evil dudes to Tormal, one of her superiors at the Serenthrargas temple, but he seems not overly concerned.
The next night there is a grand feast at the Serenthrargas temple in Six’s honor (and her companions, to a lesser extent) to celebrate the recovery of Thunderstrike, a holy weapon of the church. Chancellor Severius informs Six that the Queen wishes to offer a token of her gratitude for Six’s service to the realm, and grants Six ownership of a small keep located an hour’s ride north of Bristol. The party is quite pleased to know they have a place to live again.
At the feast, an elf approaches Jenna and quietly informs her that the high priestess of Shara would like a secret meeting with Jenna later that night at the Kirincidal temple. When Jenna is ready to go, however, Heian is grandly drunk, and Six remains occupied as the center of attention. Jenna and Kimchee go to the Kirincidal temple and are escorted several levels down to a warded chamber. Rhianna Dale, the beautiful elven high priestess of Shara, awaits them. Jenna and Kimchee listen as Rhianna reveals her doubts about the Queen’s proclamation that Lord Krang’s mission was a success, and that the Khaos threat has been delayed in any way. She believes the Giant-King Skaal is holding Krang captive and that Sashmeel is dead and cannot be resurrected. Fiona has not contacted Rhianna, as Rhianna believes she would have had the mission succeeded. More troubling is that Rhianna has communed with her goddess, and still cannot determine the whereabouts of Fiona, nor whether she lives.
Rhianna asks the Questioning if they will determine what happened to Krang, Sashmeel and Fiona and to take up Krang’s mission to recover the Radior Stone from the Giant-King Skaal, and Jenna and Kimchee say they will try to help.
The next day the party is escorted to their keep by Phineas, a kzinti attaché from the palace. The place needs some cleaning and furnishing, but has the makings of a cozy little home for the party.
The party heads back to Bristol to finish up some errands. Along the way they discuss their next move. There is some sentiment to hunt down the forvalaka, but in the end they decide to head north, across the Crystal Sea to the Frozen Bloodlands, where they will confront the Giant-King Skaal and his tribes of giants, minotaurs, wolfen, and who knows what else.
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