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6/30/04 - The Black Helms' Terror, cont.
« on: Jun 30, 2004, 10:21PM»
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The mystery surrounding the Black Helms is crystalizing for you - or at least it seems to be. You located the smuggler, Garth Thompson, and managed to persuade him, without too much difficulty, to lead you to the Black Helms. After a trip to his secret underground dock, and a stormy ride upon his ship, the Sea Gem, you finally landed along the coast a few hours from Spectaro. Your path to the Black Helms led you through a camp of hill giants, who you managed to defeat without too much difficulty. Your group seems to have hit its stride as a combat machine.

In a hidden forest north of the coast, you located a small camp of Black Helms. After negotiating with you, a Black Helms lieutenant summoned the reported leader of the Black Helms, Audrey Moonstone. Moonstone pleaded innocense in the attacks plaguing much of Gartho, and ultimately agreed to pay your group 5000 gold coins if you were able to clear the name of the Black Helms.

You learned from Audrey Moonstone that her group never purchased armor from Noftol Blen, the Black Market weapons dealer who is reported to have fallen on hard times, and have taken up residence in a house just southwest of the city gate in the Sprawl. When Moonstone learned from you that someone had made such purchases from Blen, she expressed her opinion that the Black Helms were being framed. Still, nagging in the back of your mind is the admonition of the Mayor, Sir Forn La’Effric, to beware of any deceptions by Garth Thompson or Audrey Moonstone.

Garth Thompson has now returned you safely to Spectaro. Your investigation and adventure remain cloudy in front of you.

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7/7/04 - The Black Helms' Terror, cont.
« on: Jul 7, 2004, 10:38PM»
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You have found Noftol Blen. Your search led you first to a drug house in the Sprawl. On the way, however, you were first ambushed by a group of assassins, with the attackers seemingly appearing out of thin air. You managed to defeat the assailants, and Simon recognized that the aggressors wore the telltale masks of the Spectaro Assassins’ Guild. Why would members of the Assassins’ Guild attack you? Were they acting on their own, or did someone else set them upon you?

Resting for the night in the North Gate Inn, Asia and Angelique had a visitor attempt to break into their room. The culprit fled, leaving you with more questions.

Finally reaching the drug house, you were greeted by bodies strewn about, and blood splattering the floor. One sole survivor, apparently left for dead, told a sorry tale of what had transpired. He informed you that a group of slavers stormed the house, killing the unfit and taking the fit, most likely to be auctioned off in the slave market rumored to be hidden somewhere in the Sprawl.

Wandering the alleys of the Sprawl, you came upon an outdoor slave market, with an auction in progress. After sweet-talking your way past the guards, you took part in the auction, paying a hefty price for Noftol Blen. Asia seemed to recognize one of the other slaves, a large barbaric looking man. Dipping into her savings, Asia outbid the other bidders, with a bit of help from Zastaph’s magical charms.

You have just left the slave market, and are deciding where to head next. You have two slaves in your midst, and certainly some questions on your minds.

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7/14/04 - The Black Helms' Terror, cont.
« on: Jul 14, 2004, 10:36PM»
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The Black Helms’ terror has come into focus. The terror was not an emotion the Black Helms caused in others, but was instead their own terror. It was a realization of their own fears, of being falsely accused of horrific crimes.

Through Noftol Blen, you learned that some “Black Helms” were based in an old farmhouse north of the Prison Gate of the city. Proceeding to the gate, you fought your way through the house, ultimately taking down the leader of what turned out to be a group of fake Black Helms.

In the house, you found evidence, in the form of a book, tying the Spectaro Assassins’ Guild to the plot. This book contained detailed information concerning past attacks by the supposed "Black Helms," but revealed that the attackers were not Black Helms at all. The book also detailed a plot to frame the real Black Helms, in the hope that the people of Gartho would grow restless, thus weakening the power of the King and Queen. There were references throughout the book to agreements and dealings with Zadric Dreadknife, leader of the Assassin's Guild. Clearly, he had a hand in the plot to frame the Black Helms. There were other references to another individual who was only identified as "our well-connected friend." Unfortunately, there was no other information concerning this individual, so his or her identify remains a mystery.

The book would explain your past encounters with assassins bent on killing you. If the guild were aware that you were in the process of unraveling its plot, it most certainly would take action.

After you returned to the Green Leprechaun Inn, a mysterious hooded woman approached you. Even covered by a hood, her beauty was apparent. She spoke with Angelique and Skotch, informing them that she worked for the intelligence branch of the Gartho army, and thus served the king and queen. She explained that the Assassins’ Guild had been trying to subvert the current King and Queen, William and Carilena, for years. The Guild had resented William and Carilena after the two had thwarted the guilds’ attempts to put its own puppet in power after the previous king and queen were murdered. These murders left the city and country in chaos, as there were no heirs to the throne, and lines of succession either had not yet been set, or were conveniently “lost” after the murders. William and Carilena, popular adventurers, rallied the people to order, and, in an unprecedented move, established elections to put new blood on the throne. William and Carilena were elected to the throne in these elections, despite the fact that they had to be persuaded to run in the elections to begin with.

Gartho thus has a new monarchy, but one that has enemies all about it questioning and challenging the rule of the King and Queen. William and Carilena thus have a tenuous hold on the throne, their popularity with the common man being their main source of strength.

The hooded woman, Delana Aladis, has asked you, in her conversation with Skotch and Angelique, to cripple the guild. As the session drew to a close, Skotch and Angelique were in the process of negotiating terms with her.

Noftol Blen provided you with one other valuable piece of information. He revealed that, in the past, he delivered weapons to the Tiger Claws by way of Elthin Tamsh, an acolyte at the Temple of Dal.

Finally, Asia had an opportunity to speak with the barbarian you purchased in the slave market, and who Asia had recognized as being from her tribe. She learned that the barbarian was a free spirit, much like Asia, who had been struck by a bit of wanderlust and thus set off to wander the wide world. His capture into slavery changed that outlook, however, and he plans to return to his tribe. Before leaving, though, he did tell Asia of a man that came to the tribe, asking about a caravan attack near the tribe’s homeland 24 years earlier. Unfortunately, he was not able to provide more information than that, as he was not privy to the meeting between the man and the village elders.

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7/21/04 - Reward and Retribution
« on: Jul 21, 2004, 10:45PM»
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Reward and retribution. For most of you, reward or retribution drives you forward. You recently learned that the Assassins’ Guild was behind the attacks of the imposter Black Helms. Now, a beautiful and mysterious woman has tasked you to rescue the daughter of the Meneth family from the Assassins’ Guild, so that the King and Queen might effectively resist the guild without the threat of murder of the girl. She warned you that brute force alone might not be sufficient to succeed in this mission, and has promised you 20,000 gold if you are successful.

After collecting your reward from Audrey Moonstone, leader of the Black Helms, you entered the Assassins’ Guild via a secret entrance into the Undercity. You have killed some assassins so far, and rescued a prisoner. The prisoner told you that he believed the leader of the guild, Zadric Dreadknife, was personally holding the Meneth girl on one of the upper levels. He believed that access to the next level was somewhere to the northwest of you. He has now departed, leaving you outside the guild cells, pondering your next move.

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7/28/04 - Weekly Campaign Session
« on: Jul 28, 2004, 10:27PM»
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Mission accomplished. You successfully navigated through the Assassins’ Guild, and rescued the nobles’ daughter. With the girl safe, the King and Queen will be able to oppose the guild without threats of danger to the girl. The adventure that began with the Black Helms has now come to an end.

Your adventure was not without danger or mishaps, however. On more than one occasion, you were ambushed by groups of assassins, and on your retreat out of the guild, the rescued girl stepped on a trap and was killed. To rescue her in the first place, you had to strike a deal with a dark elf prisoner, promising her freedom in exchange for assistance in freeing the girl.

You took the girl’s body to the Temple of Beam, and, thanks to your previous service to the church of Beam in Spectaro, were able to have the girl raised from the dead for a mere 5000 gold coins. You then reported to Delana Aladis in the Arena Ale House, and collected your reward.

You now have some choices ahead of you. Zastaph and Lindalas remember the unfulfilled promise to the mage-turned-troll, Zelth, who had asked you to seek a cure from Temen the Sage in Spectaro. And, of course, you still have the evidence you obtained from Noftol Blen, which points towards the Temple of Dal as a place to begin your search for the Tiger Claws.

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8/4/04 - Weekly Campaign Session (SoU/HotU/CEP)
« on: Aug 5, 2004, 11:11AM»
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Having collected your reward from Delana Aladis, you availed yourself of her knowledge, asking her what she knew of the Tiger Claws. Delana told you that Noftol Blen, the former black market weapons dealer, was known to have funneled weapons to the Tiger Claws through Elthin Tamsh, an acolyte at the Temple of Dal. Whether Tamsh might lead you to the Tiger Claws, you don’t know.

Some of you ended up drinking a bit too much in the Arena Ale House, enjoying your down time. Simon and Sissfus evidently had earned some renown recently, as some of the tavern patrons recognized them, even asking for autographs.

You spent the night in the Misty Mariner Inn, an inn that seemed to be frequented by some wealthier ship captains. More in-party antics ensued that night, and in the morning, you met an obnoxious, loudmouthed halfling. The halfing was the butler for the wizard-turned-troll Zelth, who Zastaph and Lindalas had rescued from captivity near the village of Ransar. They had also promised him that they would seek out the sage Temen in Spectaro, in the hopes that he could shed some light on a cure to the wizard’s polymorphed state. The halfling badgered Lindalas and Zastaph on their failure to have a cure for Zelth.

On your way out of the inn, you met another old acquaintance of Zast and Lindalas’ from Ransar, the half-orc Uglor. He had traveled with the halfling to Spectaro, and the two were staying at the Misty Mariner. Perhaps if you decide to search for a cure for Zelth, and are successful, they might be found there.

The home of Temen the Sage was your next stop, as Gedoron Supris, the powerful wizard, told you that Temen might have knowledge about a possible cure for Zelth. You are thus currently talking to Temen, and tolerating his annoying and effeminate assistant, Exrack. You might choose to search for the cure, hunt down the Tiger Claws, or take some other course of action.

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8/11/04 - Xaltor's Tower (SoU/HotU/CEP)
« on: Aug 12, 2004, 11:12AM»
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In your quest for a cure for Zelth, the sage Temen has pointed you towards the tower of the wizard Xaltor Nafgang. Temen explained that over a century ago, Nafgang had a reign of terror in Spectaro, until one day his tower crumbled into ruin. It was rumored that beyond the glowing front door of the ruins rests a deceptively large place, perhaps linked to another plane of existence. Temen warned you of the rumored danger in the tower, saying that none of the looters or other brave (or foolish) souls who had entered had ever returned.

To Simon’s eternal relief, you learned that the supplier in Spectaro’s Shipyard District was offering a 20,000 gold piece reward to anyone who could supply a cure for his companion, who, like Zelth, had been polymorphed (in this case, into a dog).

In Temen’s house, you met a man who introduced himself as Sol. Sol was in search of a tome, and, as fate would have it, Temen informed you that the tome was last known to be in the hands of none other than Xaltor Nafgang. Sol thus joined your group as you headed off to Nafgang’s tower.

You entered the tower and experienced a jarring feeling, as if your insides were sucked and twisted about. You found yourselves in the middle of a large room, with no sight of the door through which you had entered. You battled your way through many constructs, gaining access to the second level of the tower. There, you fought your way through an icy landscape that seemed out of place in the tower, until you managed to gain access to the third level. On the third level, you fought many undead in a brutal encounter.

As you approached what appeared to be another portal, you encountered perhaps your strangest opponents yet – yourselves. Surrounding the portal were mirror images of each member of your group, who launched a viscous attack on you. You prevailed, but not before Sissfus nearly died. You thought perhaps, as he lay on death’s door, that you saw or sensed a strange essence move from his defeated mirror image into Sissfus himself. After the fight, though, Sissfus appeared to be himself once more, so it must have been your imagination.

To Simon and Skotch’s chagrin, the corpses of the mirror images contained only dust. Certainly, Simon and Skotch were hoping to find treasure identical to that which they carried.

You are now ready to proceed onward, in the hopes of finding a cure for Zelth, Sol’s tome, and an exit from the tower.

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8/18/04 - Weekly Campaign Session
« on: Aug 18, 2004, 11:06PM»
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You have survived Xaltor’s Tower, the first adventurers to have done so. In the process, Sol found the tome for which he searched, and you also found the cure for the polymorph conditions afflicting Zelth, and the companion of Albon, the outfitter from the Shipyard District in Spectaro.

You also had a brief opportunity in the tower to speak with some hated enemies. Evidently, Xaltor built a room that fed off of the hate of those in the room, and enabled Xaltor, or anyone in the room, to spy upon enemies. The room apparently did not work exactly as Xaltor had hoped, for it enabled the spied-upon enemy to also see those in the room, thus working as a two-way communication device.

First, a glowing image of Ned Shakeshaft, the Tiger Claw bandit with a long history with many members n the group, appeared. He appeared only long enough to insult you, and for you to discern that he stood in a desert somewhere. You also spoke with, Zadric Dreadknife, the leader of the Spectaro assassins’ guild, and Zendick Blackstaff, a wizard with whom Zastaph had tangled years ago, and whom Zastaph thought to be vanquished. This is the second piece of evidence suggesting that Zendick still lives.

On the final floor of the tower, you wandered through a maze, fighting Xaltor himself numerous times. He fell time and time again, only to reappear later in the maze. You finally found a room containing a coffin, destroying it and killing Xaltor once and for all.

The destruction of the coffin evidently released an energy, though, that harmed Sissfus in some way, as your elven friend fell to the floor, apparently dead. You carried him from the tower, to the temple of Beam, in the hopes of raising him from the dead.

At the temple of Beam, the priest informed you that Sissfus was not really dead, but somehow trapped in his body. Casting a spell, he freed Sissfus, causing a ghostly image of Sissfus to float above the still-dead body. Sissfus then told you his strange tale. Evidently, Sissfus is from a hidden elven community, and he had been sent out to investigate the world. Instead of sending him in his own body, however, elvish wizards placed Sissfus’ essence in an automaton, which acted as a vessel for Sissfus in the outside world. Thus, the body you have seen all these weeks was not Sissfus’ true body, but merely an object through which Sissfus acted. Earlier in the tower, you had fought your own clones created by a magical mirror. Somehow, the essence of Sissfus’ clone entered Sissfus’ “body,” resulting in a struggle between Sissfus and the clone for control of the body. When Xaltor’s coffin was destroyed, Sissfus successfully wrested control from the clone, but then his tie to the body was severed, either as a result of the struggle, or the magical energy released with the destruction of the coffin.

Sissfus has now said his goodbyes to the group, and it appears that you will need to continue on without your friend. Simon, obviously heartbroken beyond words, looked to Sissfus’ items eagerly.

Angelique also revealed to the group a bit more about her “condition.” It seems that she truly has no soul, being the victim of the Ritual of the Reaver. This strange ritual is a ceremony performed by the church of Dirkar, wherein a soul of a baby is sacrificed to Dirkar, but the body remains whole. Angelique revealed that she has recently learned that she was one of the “Blessed Ones,” (a term used by Dirkar’s followers), and is here in body and mind only. She thinks that more answers might be found in the Chasm of Lost Souls, a place where Karom cursed many of his enemies to an eternity of torment, their souls trapped in this world, in a state between life and death. A former king of Gartho, who fell to Karom 1000 years ago in the First Great War, watches over these lost souls. In fact, these “Lost Souls” seem to suffer from a condition opposite to that of Angelique – they have a soul trapped here, but no body. Unfortunately, Angelique does not know where the Chasm of Lost Souls might be found.

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8/25/04 - On the Trail of the Tiger Claws
« on: Aug 25, 2004, 10:56PM»
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At last – you finally have a possible location where you might search for the Tiger Claws. The path that brought you this piece of information began back in the Temple of Beam. As you huddled around the lifeless body (or whatever you could call it) of Sissfus, a lively gnome pestered you, ultimately joining your group. The gnome, Perem, did have one good piece of information – he had heard that Temen the Sage might know something about the Chasm of Lost Souls. Angie was excited over this, as she had learned earlier that she might find answers to her quest for a soul in the Chasm.

Off you went to the sage’s house, only to find the house ransacked, and Temen and his assistant wounded. Temen explained that a group of thugs had come to the house days earlier, seeking a tome. The thugs decided to obtain what they needed by force, tearing through the house, driving Temen and Exrack away, and finally stealing the tome. Temen explained that the tome spoke of a way to get past World’s End, the huge, impassable cliffs that ran from south to north the length of Naeldor, far to the east of Spectaro. Beyond the descent of World’s End lay the Chasm of Lost Souls, and also Karom’s Land, where the now-fallen deity resided during his many past reigns of terror.

As you searched the sage’s home for clues, you located a dagger with a Tiger Claw emblem on it, evidently dropped by one of the thugs. From your earlier adventures, you know that Ned Shakeshaft, an enemy to several members of your group, leads the Tiger Claw bandits.

You took a slight detour after leaving Temon's home in order to deliver a cure to the wizard-turned-troll, Zelth, who was hiding out in one of the warehouses in town. His quite obnoxious halfling assistant lead you to him. You also remember that there is a reported reward offered by the proprietor of Albon's Adventure Outfitter, in the Shipyard District.

Pressing on with your search for the Tiger Claws, you headed to the Temple of Dal. In your earlier adventures, you learned that the Tiger Claw bandits obtained weapons from Noftol Blen, a black market weapons dealer. Blen used an acolyte at the temple of Dal as an intermediary to transfer the weapons to the Tiger Claws. You sought out that acolyte, Elthin Tamsh, and forced him to give you a valuable piece of information – the location of the Tiger Claws. Tamsh told you that his dealings with the Tiger Claws always occurred at Merlo’s House of Chance, a gambling hall in town. Elthin suspects that there is more to the gambling hall than meets the eye, although he does not know if Merlo, the proprietor of the hall, knows of the Tiger Claw’s involvement there.

Questions twirl through your mind now. The stolen tome evidently speaks of a way to get beyond World’s End. The Chasm of Lost Souls lies beyond World’s End. Is it coincidence? Are Ned and the Tiger Claws trying to get to the Chasm of Lost Souls? Or do they have some other destination beyond World’s End?

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9/1/04 - Weekly Campaign Session
« on: Sep 1, 2004, 10:21PM»
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You have made the Tiger Claw bandits pay a price for the pain they have inflicted on you. In the upper levels of Merlo’s House of Chance, after sneaking about and then raiding the gambling hall vault, you located the hideout of the Tiger Claws. You decimated the ranks of the Tiger Claws, eventually coming to an upper floor and encountering their leader, Gand Shakehaft. Gand was accompanied by some drow elves, and a younger man bearing a strong resemblance to Gand and Ned Shakeshaft. In the hellacious fight that occurred, Gand escaped, but the other enemies fell to your onslaught. It was a ferocious fight, with almost the entire party down at one point. The pain was worth the price, however, as you suspect that the human you killed was indeed a Shakeshaft, albeit not your primary target.

In the hideout, you found an intelligence report, and letters from Ned Shakeshaft and Zendick (Zastaph’s old enemy) that sheds some light on the Tiger Claws’ plans, and the possible location of Ned. The documents talk about one of the Lintaer, one of three items that work together to seal off the Underdark. It appears that Ned and the Tiger Claws seek the Lintaer, and believe that a portal underneath the Mayor’s mansion will take them beyond World’s End, and near Karom’s fortress, where the location of this particular Lintaer might be learned. Also of interest, this supposed means to travel beyond World’s End apparently was confirmed by the tome stolen from Temen the Sage, and which you had sought in order to locate the Chasm of Lost Souls for Angie. In fact, the intelligence report mentioned that the portal accessed the Chasm of Lost Souls.

You have now ventured back to an inn in order to recuperate from your wounds.

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9/8/04 - Beyond World's End
« on: Sep 8, 2004, 10:36PM»
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After recuperating in the inn, and observing Simon go off to privately speak with the leader of the Swordsmen, you went back into action. Using the clues obtained in the Tiger Claw hideout, you snuck into the Mayor’s mansion, Skotch paving the way by scouting out the area. He learned that some odd vegetable creatures were hoarding crystals, perhaps to use as a heat source. He discovered that the crystals powered a teleportation chamber to the Chasm of Lost Souls.

You fought your way through these plant creatures, recovering the crystals. You also encountered strange beasts with taut, pitch-black skin that appeared more solid than human flesh. Zastaph, versed in some of the lore of the land, recognized these beasts as thun-foul, horrible creations of Karom that filled his armies in years past, and that are now scattered following his demise.

You then made your way to the teleportation chamber, where you came under attack from more thun-foul. You used the chamber to teleport out in a rush, barely escaping.

You then found yourselves in the Chasm of Lost Souls, a dark, foreboding place. First, you battled some malevolent ghostly spirits, making your way to the cave of a rather mad dwarf. He assisted you in your recuperation from the attack of the spirits, and you have told him you will retrieve “his kitty” from Degner, who resides in “that big square place up on the hill.” Asia discovered that the “kitty” seemed to match the description of Silk. If you understand him correctly, you need to leave the Chasm of Lost Souls to find “the kitty.” During your conversation with the dwarf, he constantly talked to a painting of a rather ugly dwarven woman, as if she were alive.

You have now made you way out of the chasm, thanks largely to the archery skills of Lindalas, who took down several of the tormented spirits. You now must decide whether to press onward through the desert in which you find yourself, in search of the Tiger Claws, or turn back into the Chasm, hoping to find a clue that might help Angelique in her quest for her soul.

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9/15/04 - Beyond World's End, cont.
« on: Sep 30, 2004, 7:27AM»
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You have found the Hall of the Forgotten King, where you learned how you might redeem a soul for Angie. The King there explained how Karom cursed him and the other lost souls to an eternity of limbo, trapped between life and death. If an item known as the Gem of Souls is destroyed, the lost souls will be freed to the afterlife. The King has made a deal with you – destroy the Gem, and he will try to convey a soul to Angie. The choice will be hers: he can either hold one of the lost souls behind, to be given to Angie, or he can attempt to bargain with Dirkar. He explained that certainly some of the souls would be destined for Dirkar in the afterlife, which gives him a bargaining chip. He can attempt to hold back the released lost souls, in return for Angie’s original soul. Both choices have their own peril, it seems. He told you that the Gem of Souls can be found somewhere amid the ruins of Karom’s fortress, under the watchful eye of an evil being known as the Soulkeeper.

On your way to the fortress, you came upon a tribe of desert nomads. They spoke of a group of violent humans who had passed that way recently, asking about the “Riddle Maker.” The nomads were holding one of the men captive, so you coerced more information from him. He was one of the Tiger Claws, and told you that the Claws had made a pact with drow who had been cut off from the Underdark. The Claws and the drow were working together to destroy one of the three Lintaer, by removing the Lintaer heart from the pedestal upon which it rests. This simple act will destroy the Lintaer, and weaken or lower the barrier sealing off the Underdark. The Riddle Maker evidently holds the key to the location of the Lintaer, and even holds the secret to the means to access it.

After getting this information, you unfortunately came to violence with the nomads, who were angered by the theft of some of their valuables by Skotch. After a bloody battle, you fled towards the fortress. There, you killed several Thun-foul, in the process rescuing a nomad tribesman who fled during the battle. After the battle, beholders attacked you, and you managed to kill one and drive the other off. The other beholder now roams the desolate courtyard, lurking in the shadows. Your search for the Gem of Souls, the Riddle Maker, and the Tiger Claws continues.

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9/22/04 - Beyond World's End, cont.
« on: Sep 30, 2004, 7:33AM»
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The ruins of Karoms fortress have proved to be most deadly. Already you have battled Thun foul, soulless undead creatures, beholders, and a vile blue dragon. In the ruins of Karoms palace you met the Soulkeeper, the guardian of the Gem of Souls. Defeating him and his legion of soulless zombies, you found and destroyed the Gem of Souls. The forgotten king of Gartho then came to you to uphold his end of the bargain. He summoned the deity Dirkar and threatened to hold back the lost souls, if Dirkar did not return Angies soul. Dirkar did so, albeit with a troubling laugh.

You also encountered another apparently crazy dwarf who talked to his chiseled rocks as if they were living. He also gave you a piece of serious advice, however, warning you of the "big blue lizard" in the lower level of the fortress. You proceeded on into the lower level, encountering an imp who claimed to know "the answer." You also met the ghost of one of Karom's followers, and then finally the dragon. Skotch started with some banter which only seemed to anger the mighty beast. Combat ensued with several in the group falling into unconsciousness and Skotch being slain. You finally wounded the dragon enough to drive him off, at least temporarily, allowing you to revive your fallen comrades.

The fates smiled upon you, as you found a scroll in the dragons treasure that allowed you to raise Skotch from the dead. You then retreated from the dragons lair to ponder your next move, knowing that the dragon would return, but knowing that he might stand in the path of your goal.

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9/29/04 - Beyond World's End, cont.
« on: Sep 30, 2004, 7:34AM»
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Fighting the dragon perhaps wasn’t such a good idea, you decided. Waiting until the dragon was asleep, you snuck by it, finding a room with a sphinx imprisoned behind some electrical beams. This sphinx was imprisoned by Karom, who seized the sphinx’s lair for his own use. The sphinx turned out to be the Riddle Maker, and promised to reveal the location of his hall, where the Tiger Claws are headed, if you could answer his riddle. After much pondering, Skotch deduced the answer, and was thus anointed as the “Annointed One” by the Sphinx. The sphinx also informed you that “the evil one you seek” is the one who knows the way to return to the upper lands from which you came.

The Sphinx gave you directions to the Hall of the Sphinx, and informed you that Skotch was the key to entering the lair. Following the directions, you fought some strange bug-like desert men, and then encountered a man, Tugg Bigears, who looked to be a cross between a human and an ogre. He was pursuing some dark elves who had slain his true love. You deduced from what he told you that the drow had split off from the Tiger Claws to escape the sunlight in the morning. You followed Tugg to an abandoned temple, where you located a drow camp. You defeated the drow, and then resumed your search for the Tiger Claws.

You eventually came to the Hall of the Sphinx. Before entering, you defeated several Tiger Claws at a camp outside the entrance to the Hall. Entering the Hall, you overcame several puzzles, and eventually came to a portal, through a magic chest, to the lower level of the Hall. You can sense that the Tiger Claws are not far ahead of you.

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10/06/04 - Beyond World's End, cont.
« on: Oct 6, 2004, 10:23PM»
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He is finally dead, but at what price? Deep within the Hall of the Sphinx, you finally caught up to Ned Shakeshaft and the Tiger Claws. A mad dash to the Lintaer occurred, with the fate of Naeldor possibly hanging in the balance. You and the Tiger Claws simultaneously reached the platform on which the Lintaer stood, and a furious battle was waged. During the confusion of battle, either someone in your group removed the Lintaer heart from the Lintaer pedestal, or the Lintaer was struck by one of your spells. A violent explosion occurred, concussing the air around you. The Lintaer had been breached.

At least you still had Shakeshaft in your grasp. He attempted to surrender, and tried to barter for his life. He promised to show you the way home if you spared him. The group instead attacked him, and he fled, rushing through the passageways of the Hall of the Sphinx, and out into the desert.

You caught him at a pedestal that seemed out of place in the desert, and you ended his life at that spot. You found a note on him that gave some confusing instructions about activating the pedestal on which you killed him. Perem was able to decipher the note, and used some gems you found on Ned’s body to activate the portal.

Unfortunately, the portal did not send you back to an area with which you were familiar. Instead, you found yourself on a bitter cold mountaintop. In a nearby cave, you found a kindly ranger who gave you provisions to help you survive, and who warned you of giants in the area. From him, you learned that you were at the eastern edge of the Barren Peaks, and near the halfling land of Home.

You descended the mountain, fighting giants and arctic bugbears on the way, Eventually, you met up with a halfling patrol, which led you down to Hometown, one of the towns of Home, and Skotch’s birthplace.

You are now talking with the Mayor, who has hailed you as saviors against the giants. Evidently, the giants have been raiding the town, and kidnapping halflings.

What has caused the giants to act in a concerted manner? Will you help the townsfolk?

And perhaps most importantly, what lies ahead for Naeldor now that one of the Lintaer has been destroyed, weakening or destroying the seal to the Underdark?

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10/20/04 - Scourge of the North
« on: Oct 21, 2004, 8:15PM»
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After enlisting your aid in dealing with the giant menace, the Mayor escorted you to the Oracle. The Oracle seemingly spoke in riddles, but gave you a small glimpse into your futures. She said that behind the trouble afflicting the halflings, she saw a robed one, a man of great evil, acting as the puppeteer. She did not know where the robed one was, but she did know where the halflings were, directing you west, towards the Barren Peaks.

The Oracle also spoke of “four fates colliding.” She then went on to address Lindalas, Simon, Asia, and Zastaph. She told Lindalas that his past and future were about to collide, and he would learn of a misplaced passion. She told Simon that difficult decisions were on his horizon, requiring him to choose his loyalties. She told Asia that one who is looking for her is near, prompting the Mayor to inform Asia that a human with a dwarven accent had been in town recently asking about her. The Oracle spoke most sternly to Zastaph, telling him that she saw strands of fate to him, perhaps stronger than to any of the others. She felt that somehow, Zastaph’s fate was affecting everyone in the group.

Before leaving town, Skotch stopped to see his mother. The rest of you will never know what transpired between Skotch and his mother in that visit, unless he decides to tell you, but Simon did overhear Skotch’s mom address Skotch by his true name – Merrigo.

You then left town, heading west. Fighting through an ambush of hill giants, you came to a lair crawling with giants and ogres. You rescued three halflings there, slaying many hill giants, and then came to the summit of the lair, where you killed two frost giants. You found a note there that seemed to suggest that Zendick, Zastaph’s old nemesis, was behind the giants’ raids on the halfling lands.

Perhaps more interestingly, you also rescued a prisoner, Hignar Trofin. This human, speaking with a strange dwarven accent, revealed himself to be Asia’s lost brother. From his story, you pieced together the backgrounds of Asia, Hignar, and their mother.

Evidently, Asia’s family was on a caravan years ago. The caravan was raided, and now it seems that not everyone was killed as once thought. Asia’s mother and her brother were taken prisoner by the orc raiders, who in turn were attacked by dwarves from Rockland. The dwarves rescued Asia’s brother and raised him as one of their own. In the rescue, the dwarves also found an exquisitely crafted staff.

Asia’s mother was not so fortunate, for some of the orcs escaped the dwarven attack with her. For her part, Asia evidently was left behind in the smoldering caravan ruins, eventually being found by the barbarian tribe that raised her.

Years later, the dwarves told Hignar of the female prisoner that they were not able to rescue. His curiosity piqued, he learned from interviews he conducted with people in the caravan’s town of origin, Farmount, that the woman was his mother, Elri Melisurr, an elf. He became determined to find her.

Thinking that perhaps the staff (taken by the orcs from the caravan, but then recovered by the dwarves) was the key. He learned from the same people in Farmount that the staff found by the dwarves was believed to be an item of high magic, although its actual qualities were unknown. He thus decided that perhaps the raid was an attempt to obtain the staff, and started researching it, hoping that clues about it and who might want it might lead him to his mother.

Asking his dwarven “family,” he learned that the dwarves had given the staff to the elves in Elvenwood as a gift many years back, not realizing that an item “merely of wood” could be an item of great power. He journeyed to Elvenwood, and learned that the staff had been held by Lomilith d’Ebo, an elf. A raid had occurred, wherein this elf was killed, and the staff taken. During this part of the story, Lindalas revealed that Lomilith was his father.

Through some magical assistance and divination, he learned that a group known as the Tiger Claws, led by one called Shakeshaft, had killed d’Ebo. Hignar then hired the thieves’ guild of Spectaro to investigate the Tiger Claws, and learned that the Claws delivered the staff to a “robed one in the Barren Peaks” almost immediately after they obtained it. He thus believes the Claws were hired by this wizard to obtain the staff.

He has recently spoken to the halfling Oracle, and learned that his mother was a prisoner nearby. The Oracle told him that the "picture was foggy," but that she could tell that the rescue of the halflings would somehow lead to his mother, to the man of “pure evil,” and his mother’s possible salvation. Hignar set off to do this, but was instead captured by the giants.

Unfortunately, his part in the quest for his and Asia’s mother must end soon, for he must hasten back to Rockland to warn the dwarves of an impending raid by the giants. Although it is an agonizing decision for him, he feels that he must save the greater number of lives and go warn the dwarves, and leave the "rescue" of his mother to Asia and her friends.

You are thus ready to continue the quest, but questions remain. The Oracle mentioned four fates, yet questions about Simon’s fate, and his test of loyalties, remain open. You still have not learned why the halflings taken prisoner. A note found in the giants’ lair suggested that Zendick wanted the halflings, but why?

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10/27/04 - Scourge of the North, cont.
« on: Oct 27, 2004, 10:11PM»
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Leaving the giants’ lair, you followed Asia’s brother, who was able to point you towards Zendick’s tower before he left for his dwarven homeland. You traveled through some rolling hills and valleys, encountering some beautiful nymphs, who “persuaded” Skotch and Perem to help them rid the area of some evil men. You hurried to catch up to the halfling and gnome, who found themselves in a cave swarming with men who transformed into wolves. You defeated the werewolves, and the nymphs rewarded you with some Greenleaf Armor.

You then continued on your way, encountering a traveling wizard who tried to sell you two golems. Skotch’s kleptomaniacal manner got you into trouble again, as the wizard noticed that some of his trinkets had been pilfered. He and his golems attacked, and exacted a toll before falling in combat.

Zendick’s Valley of Shadow was getting closer, and before long you arrived there. Giants and a pair of bone golems guarded Zendick’s tower, but you overcame them, entering the tower. In the tower, you defeated a group of monk-like warriors in a fight that lasted longer than perhaps any other battle you have seen. You then encountered a halfling who evidently had used magic of some sort to sneak into the tower, unseen, in search of his brother. Continuing your ascent in the tower, you came upon a gruesome sight – mangled and mutilated halfling bodies, followed by an attack by numerous undead halflings.

Coming upon a library, you found a book that read, “I believe I have finally mastered the Staff of Lichdom. The first few times, I was unsuccessful and ended up with some undead halflings, without the benefit to myself. The process was not a complete loss, however, as I believe I have learned to harness the power of the Staff. My time on this world will soon be eternal.”

You are ready to continue your ascent, sensing that Zendick is not far off. That also might mean that Asia’s mother is near as well.

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11/10/04 - Siege of Spectaro
« on: Oct 27, 2004, 10:13PM»
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Continuing your climb in Zendick’s tower, you encountered two Swordsmen guards. Evidently, they had been hired by Zendick to guard a portal in the top of his tower. They warned Simon not to cross them, but one member of your group started the fight, and you killed them. Simon can only wonder about the consequences if word makes its way back to Spectaro.

The portal led to an extradimensional area of some sort, where you encountered Zendick and Asia’s mother, Elri Melisurr, surrounded by many halflings in a trance. You spoke with them, and learned a bit of Asia’s fate as a baby. Evidently Asia’s mother worked with Zendick, and led her caravan to the ambush that killed all aboard except Asia and her brother. The sole purpose of the ambush was so that the Staff of Lichdom, carried by the caravan, could be delivered to Zendick. Somehow, though, the staff was lost in the attack, eventually finding its way to the dwarves of Rockland, along with Asia’s brother. At some point years ago, the dwarves gave the staff to the elves of Elvenwood, and, specifically, to Lindalas’ father. Lindalas’ father was murdered by the Tiger Claws, who had been hired by Zendick to retrieve the staff. Zendick thus came to possess the staff, with his new bride – Asia’ mother – at his side.

Zendick’s purpose became clear, as he used the staff to annihilate the halflings, stealing some of their essence with the staff to transform himself into a lich. You managed to kill Zendick nonetheless, but during the battle Simon also struck down Asia’s mother.

Great sadness then filled much of your party, as Asia became anguished over her mother’s choices and fate, and Skotch lamented the loss of the halflings. Coming to a difficult decision, Asia used a scroll to raise her mother from the dead. Her mother feigned confusion, but ultimately fled to a room containing many levers, pulling one and teleporting away.

Angie then pulled a lever, but either you were too far behind Asia’s mother, or the ensuing teleportation sent you somewhere different than it had sent her. You found yourselves in Spectaro, with no sign of Asia’s mother.

Spectaro was not how you remembered it, though. A horrible redness filled the sky, seemingly filtering the sun’s rays. Worse, the city was besieged by drow and zombies. You can only imagine whether the destruction of the Lintaer in your journey Beyond World’s End unleashed the drow on the city. What has caused the zombies to appear, though, is a complete mystery.

At the request of Delana Aladis, you fought your way across the city to attend a meeting involving the King, Queen, Mayor, and the leaders of both the Swordsmen and Black Helms. You now stand before the King, with the fate of the city, and perhaps the land, hanging in the balance.

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11/17/04 - Siege of Spectaro, cont.
« on: Nov 10, 2004, 11:15PM»
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The King of Gartho enlisted your aid, asking you to investigate the Temple of Dirkar, from where the zombies emanated. You fought your way across Spectaro again, going toe to toe with drow and zombies in many bloody battles.



You reached the Temple of Dirkar, finding that a gem was somehow creating a zombie army. As you fought, the gem created more zombies around you. You were able to destroy the gem, however, which stopped the foul process. After doing so, you found a unicorn figurine, along with a journal. Evidently, a certain female had given the figurine to the Temple authorities, which they used to power the gem that created the zombies.

After this discovery, Simon also told Angie about some of the happenings in Tharse. Angie had a near breakdown, fleeing the temple, and into the chaotic city. In your attempts to regroup, you were accosted by more drow, and became separated in the chaos. After almost losing a few members of your group at the end of drow blades, you regrouped. You rested in a deserted inn, and then finally made it back to the palace.

At the palace, the King explained that his mages believed that the red sky hanging over the city was somehow related to the drow. The mages believed that the sky acted as a filter of some sort, allowing the drow to operate in the daylight of the surface world. The King felt that if the sky could be restored, then perhaps the scales would tip in the favor of the City’s forces.

To accomplish this, the King directed you towards the Mayor’s Mansion, where a drow priestess, possibly a major player in the raids, had taken residence. The King hoped that you might find a clue there as to the cause of the red sky.



Before leaving the palace, Simon had a talk with Tolmer Trahannon, his boss. Simon explained the happenings with the Swordsmen in Zendick’s tower. Tolmer did not appear pleased, but has reserved judgment for now.

You then fought your way across the city again, and are now in the Temple District, with the Mayor’s mansion not far away from you.

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12/1/04 - Siege of Spectaro, cont.
« on: Dec 1, 2004, 11:22PM»
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[dates in the subject heading will now match the date the described session occurred, instead of the date of the game for which the summary was posted]



You made your way to the mayor’s mansion, hoping that you could locate the drow priestess, and a clue as to what was causing the red sky. You hoped that if the sky could be returned to normal, the balance would shift back in favor of the city’s forces.

Your foray into the mansion was dangerous, as you fought several lethal drow on the ground floor. Eventually, you snuck through a window into the second floor. Through a combination of stealth and force, you eventually made your way to a room housing the priestess. Skotch pilfered some items from a chest there, before combat was initiated. You killed her and her guards, and Skotch showed you two items that had been in the chest (whether there were more items in the chest prior to Skotch’s “examination” of it, you might never know). The first item was a tome written in an unfamiliar, flowing script. The second item was a note from Zadric Dreadknife, leader of the Spectaro Assassins’ Guild. This note indicated that the assassins were guarding a “Sssiks Kulggen,” or “Sun Shield,” in the assassins’ lair in the Undercity. Could this have something to do with the red sky?

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