Session Recap – Antaract Adventure #2 – Back to the Surface

The Gardener

Returning to the Myconid, The Gardener, he gives each a pouch of spores as thanks. The spores will grant 3 rounds of haste if snorted, there are 6 uses in each bag.

The Gardener help’s by showing them a path out, via a channel of fresh air, leading to a series of narrow tunnels that lead upward to a place where it starts to branch out, into chambers of bones and spare carapaces, with the players determining they were in an Ankheg nest.

One returned with it’s feast of a still kicking horse horse, revealing a path to the surface but first getting off an acid spit and a couple of hits bringing Senko to the edge of death, before the cumulative assault of rapiers, lightning and fists brought down the beast.

Running to the surface to get out before stopping to heal, they were met at the entrance by a Hill Giant, Terr, who was quickly goaded into a rage by their slippery words and fast tongues, demanding they give back his child.

Deducing the Ankhegs must have him, they re-enter the nest, finding the child by a sleeping Ankheg that had finished feeding. A surprise rounds of damage smashes the best before it can rise, and they leave, dragging their spoils in the form of the carapaces.

Terr, gives his thanks, and promises to join them in a coming battle when required, and helps them break down the carcasses into a drag-able form of a sled made from a chuck of tree trunk he tears off.

Snakebite and Turbo

On the trail, the players come across a hunter/trader/tourist and his trusty companion, the legendary Snakebite and Turbo, travelers from Sevilla that seek out crazy and insane game and monsters, mostly just to see and witness them, but sometimes to help out towns from threats.

Snakebite has a chat with the players, mostly razzing them up due to their appearance, but he makes some basic trades with them, which will mostly be arranged nest session, but in the meantime they purchased a Newspaper, a Map of the Region, and he gave them directions to the nearest town, some 3-4 days away.

The carcasses were loaded up on Turbo’s cart, and he will join them in a village a day or so after them, as he has some folk to visit further along first but he first gave a warning that “this place don’feel righaat” and that he heard a pack of wolves ranging the plane a few nights back, and a pack of hyena’s the night before.

Experience Rewards
ReasonReward
Ankheg Encounter #1450 XP
Avoid Tarr’s Rage100 XP
Ankheg Encounter #2450 XP
Saved Garr, Son of Tarr250 XP
Good Samaritan Bonus – Ankheg Pest100 XP
Experience Per Player675 XP

Inspirations Gained: 1 Each

Session Recap – Antaract Adventure #1 – Gardeners, Gardens and Guards.

Quick recap

  • Found an Eldritch Horror at the bottom of a lake
  • Negotiated a deal with a Spider Queen
  • Met the Gardener
  • Dodged 8 traps (could have been nine @-B- the Broken šŸ”„ 😈 šŸ”„ )
  • Our new Rogue (Nameless?) stealh killed some Skeles,
  • Tangor heard voices and found a Potion of Stone Giant Strength
  • The encounter with Buv’Kah and the Crystal, resulting in the
    • Dramatic as hell Lightning Breath take down. +1 Inspiration for that btw

Items Found

The Cabinet on the Wall
Contains a number of magical treatises, notable entries among them are:

  • Annitola’s Treatise of Spell Vortices and Why They Are BAD
  • Rincewind’s Exploration of Matter Confluence Lines in the Realms of the Confederacy
  • Shorewalker, by Verd of Cantos
  • Absences of Light, Morrowdorn

There are also several magical scrolls,

  • Speak with Dead (x2)
  • Agrannazar’s Scorcher
  • Protection from Good / Evil

A Journal, with “Ƌrinthotle” printed on the front in gold.
The first page reads: Notes on Chaos Crystals:

One ever touch them, they erode your own connection to the material plane, and if physically connected to anything living will quickly cause it jump out of phase with our universes aura.

Beyond that, there are a number of notes about how to use these crystals to summon undead from the space between the planes of reality and information on creatures that had fallen outside somehow.

However further on is far more insidious writings, or drawing forth the beasts that naturally inhabit those realms, bringing the eldritch nightmare forth into the prime plane, placing stress on Sen. There it breaks of, with the final entry hastily scrawled

"Five complete, two to go. Soon Master, so very soon."

Session Recap – Antaract Adventure #0 – Greetings and Well Met

Our session, a one-on-one for a new player, begins and ends in the same 20ft x 25ft chamber, as most of the time was spent rolling up Pallarax the Bronze.

The adventure began with Pallarax noting both a strange inconsistancy in the floor, along with a shrouded figure in the back.

After much debate and decision making, he finally, with no other moves obvious, jumped over the spot in the floor, watching it crumble where he would have stepped with mild satisfaction, before dueling two rather badly painted skeletons.

While desperately fending off the second of the undead scourge, he freed Tangor the Terrible from his bindings (Was that… giant sized…. Spider Silk? Ruh R’oh!), and goblin cheered his new friend onto victory.

Tangor, appreciating the danger his new friend took on to free him mid-battle, vowed to stay on and see the quest through as a ‘life debt’ to the Dragonborn.

We leave them now, as they inspect the entryway to the next room….

Session Recap – Imperial Campaign Finale

Closing out the campaign of 2015 – 2018.

DMs Note: This event was brought forward, as I made the decision to move from Adelaide. This is the final summary of the third of the last three sessions, and starts after the final battle of the campaign.
As I find the notes, I will add those sessions (as they were a lot of fun), otherwise I will do it from memory before it fades even further into obscurity.

Epilogue
As they burst through the portal, the party finds themselves in what appears to be Nestorian Legion HQ, partially given away by the sign on the opposite wall that reads roughly the below lettering, where a large black jagged scorch mark has melted diagonally across the plaque.

Nesto-ian
Le–on
He—uaters

Perhaps a shoutout to another campaign…?

You are surrounded by Tactical Tables and their orderlies that are now congested, as they try to get past these dirty great magically hovering carts that have just appeared. People are leaning over tactical tables giving orders, or supervising, speaking into strange headsets, and with others simply just moving to another, seemingly more important, place.

On the opposite wall, you can see 12 large (1Ɨ2 ft) cards of the deck, below a large sign that reads “Nestor’s Most Wanted”. Two of the cards, #3 and #11 are alight, slowly burning down from the top. #3 Reads “Magus of Blood, Maltak the Druid of the Uni” and shows Maltak in a dark and foreboding forest, backed by his hounds. #11 reads “Leper of Blood, Tom of Ran” and shows a werebear in full rage, blood spraying everywhere. As the cards burn to nothing, the other cards shift into their new rankings, leaving two holes in places #11 and #12 that are filled by “Herald of Blood” and “Fool of the Fallen”.

On the nearest tacical table to you, you see a strange, poorly lit chamber that you quickly recognize as the one you just left. In it, two figures stand, probably Uzziel and the Lich from before, as a large hand drops off a bunch of corpses and figures back onto the platform followed by the matter-of-fact words: YOU WILL SEND NO MORE.

You realise you had heard that here in Nestor, and in fact you would find in the months to come the words had been heard round the world, always in the listeners home tongue.

Uzziel gestures for the Lich to deal with the pile of bodies that the Iron Knight currently climbs from, and then opens a portal. Looking around before he steps through, his eyes meet yours, before a flash of light and the table changes to the legion red with the 1st coat of arms in the center.

“What a pleasant soul” Remarks Morrowdorn, as he reactivated the table, now look at the scene from a much wider angle from further off.

Uzziel waits for his minions, Sorrow appears and gestures to the pile. The two ascendants converse, fairly aggressively, before Uzziel seems to back down, and as they leave, several corpses are left behind, nearly all clad in Nestorian red or Dwarven blue-grey steel. As Sorrow dissipated, so to did the remaining bodies, leaving behind only pools of blood, broken arms, armor, and shattered dreams of youthful lives ended early.

Tolarion, High Magus of the 1st Legion, summed up the mood with a simple, short expletive, before slumping down into his (prestidigitated) elaborately cushioned stool, as Seviok started to snore loudly from his new location beneath the tacitcal table.

Results

Worldly ramifications

The Goblins of Kharak Sanbell, lacking leadership after Blacktooth’s demise, will sign a series of contracts with the dwarves of Skyshaft, eventually becoming a labour force of the dwarves, paid a mere pittance of Dwarven wages.

Reader sadly reports a new independent card in the deck, Mantle of Air. šŸ’”

Nestor proclaims itself an Empire, now rightfully* ruling over the lands and peoples of three previous nations, along with a number of city states that were absorbed along the way.

Karandar is to be crowned the elected Emperor of the state, some claiming Morrowdorn bribed and intimidated the vote for the Earl of Kervic, Weilder of the Vord Blade.
Shortly before the coronation, Aloi goes into labour with their first daughter.

In the ruins of Temple square, where this all started seemingly years ago when Lengat tried to seize the throne of stone, one of the larger ruined grounds has been allocated to a temple of the lady of the Forest.
Afterwards, Erak and Carabriel (Angel of the Lady) begin his warren training.

Glouphire gains significant renown as the illusionist who kept pace with Morrowdorn, and became a recognized name in the city overnight. While waiting for his next adventure, he starts up a discrete side business of selling his illusions, beautifying shopfronts, sending apparitions to deliver bad news, and the like.

A six legged terror is seen scattering across the rooftops of Nestor each night. Sometimes a rabbit, other times it’s a crustacean looking demonic creature with dark red shell.
It’s eyes glow purple from the gloom of illusions, and the beast seems to always lurking about nearby the Temple District.

Morrowdorn, now always seen with his new staff Itoshing, installed a magical throne into the Baron Chambers, in the center of the grand hall.
Linked to what he calls a “shard of a shard of a warren, held in place by Blacktooth’s miserable excuse for a spirit”, the throne hums with energy.
The Nestorian council sports a a few ceremonial items of stature,

  • a staff for the leader of the Battle Magi,
  • a circlet for the High magus,
  • a scepter for the High Priest
  • and a cloak for the Spymaster.

Malkatar sports a new monster of a hammer, and Sevenswords now bears IceBlue, despite constant Dwarven envoys pestering him to return the ancestral to their people.

(DM: Also, if anyone was wondering, my original intention was to kill off Dvoik, Xenth and Reader, but I settled for Striker instead when you left him to die šŸ˜‡ šŸ˜› )

Rewards

Artifacts of Chaos

Who got what?

  • TAV’OSH’KII – Glouphire
  • THE NEGOTIATOR – Rug
  • SHARDGRIP – Erak
  • CLANCY – šŸ˜‰
  • RINGS OF THE CHAOS MAKERS – One for each present at the event.
  • VORDBLADE, REFORGED – Karandar
  • Y’all get a level. Am I not generous?!
  • You will all be offered positions in the Nestorian Hierachy now, of various levels.
  • Morrowdorn has promised that “suitable rewards will find their way to you” whatever the hell that means. Probably just some bullshit wizard-speak for that translates roughly to “go find your own money, do I look like a damned bank to you?”

Session Recap – Imperial Campaign – The Siege of Mare – 1157 NR

Last we saw, the party was playing chicken with a massive undead… thing (think Dragon-Terrasque hybrid with a bit of stone giant tossed in for good measure), before using the Lich’s Portal to escape at the last moment.

After the portal dumped them out in the lower city of Mare, Rug & Erak quickly managed to break stealth, drawing the attention of Orcs that were looting city and starting a vast running battle against hundreds of the greenskins. Each PC dropped unconscious at least once in the following battle, before it ended at the steps of the Royal library, as Karandar and Erak shared a mid-air cleaving of a mountain troll, it’s head (and a good chunk of shoulder) falling to the dirt with the ‘thunk’ of a leaden weight.

The PCs were thanked by the three members of the [[Items#300 of Mare |300 of Mare]] who were guarding the library at the time ([[Items#67|67]], [[Items#113|113]] & [[Items#201|201]]), and were ushered inside, where they were they met the [[Reader]] for the first time, who was sitting reading the deck, flicking cards out of the deck held in his left hand, for them to hover when released, turning in the air to face him in place. The Reader made some comments as he first saw the players, observing each of their auras and remarking upon it, as below

He reads off each card in order

  • “Weaver of House Life, she has returned to our world, fighting to remake her place, yet I sense already how she leans on you to follow her goals Destriant. Remember, she should serve you as much as you do her.”
  • “Captain of House Fire. You have been claimed, Karandar, yet surprisingly not by darkness. “
  • “Lodestone, a new role for you prophet, from blazing dawn to the striking light. Befriend Striker, he can show you the way.”
  • “Soldier of the Forrester House. Huh.” stops for a second “That’s actually honestly surprisingly, I did not expect that of you warrior!”
  • “An interesting group, surprising at the lack of a warren walker, yet still, I sense great power and potential here. Thank you for aiding us with the greenskins here, yet again they crash upon the walls of Mare, seeking for that which they cannot have.” (Note: Lugdush)

He looks again at the cards

“Call over those of the 300, and I will retry my reading, with you all together”

He then performed a reading with them all there, as is detailed here: [[Reader#Siege of Mare – 1156|Siege of Mare – 1156]]

After the reading, as they rest in the Library, Erak is visted by the Lady of the Living Wood and given a message:

//”Destriant. I have a boon to ask of thee, A cult whom worship mine graces resides on the second Layer of the City you are within. I prefer if these worshippers would remain among the living if this could be arranged I would be most grateful
I have a gift for the exchange in mind already, but it is time sensitive as you see, one of my IRON BARKS have fallen in the chaos of my return and I wish to keep it’s memories alive. if ‘you can save the cult, I will assist you in finding materials for your golem project, if you allow me to place the soul of CRADDATHUS within your finished product.
If you can neutralize the Shaman of the Warboss, I can give aid you with my warren, however I am too weak to Challenge Slerikek as I am now, so he must go first.//

May moisture find your roots, Destriant, and may your creepers find soft loam.””

====The Relief of Mare====

[[File:1156-Mare.jpg|thumb|The ‘Tactical Map’]]

The Party chose to send Erak and Karandar to infiltrate the Warcamp, striking for the Shaman and Warboss, while 67 would make a stand by the gates, drawing as much attention to himself as possible. The plan was that once the Shaman was removed, the veil of Slerikek’s foul energies would disperse, and the Reader would be able to Retrieve E & K.

They set off over the northern hills, looking down upon the Orc camp. As Dvoik and 67 started their distractions, the two heroes launched downhill, Karandar using his winged cloak, Erak running behind, each of them decimated handfuls of goblins with each turn. Barely a few minutes have passed before the PCs wade their way though the goblins, and find themselves charging a pack of ogres. Karandar, using his cloak, lifted and launched Erak up and at the Ogres, killing a handful on the first blow, before the barbarian joined him and completed the slaughtered.

67 & Dvoik were falling back, into the “The Killing Ground” (a local name for the 300 meters outside the walls, that the siege weapons of the upper cities were designed to strike. The men on the siege weapons, seeing the mass of orcs below start opening fire on the fight, creating even more carnage and confusion.

E&K finally make their way to the Warbosses tent, dealing with the elites at the front door, before Erak makes a risky move and offers Terranc his Ancient Blade back, on the condition that he assists them here. Terranc accepts his bargain, taking and the blade and with 2 Devas at his side, start decimating the camp even further. Terranc mainly concentrated on the Hill Giants.

[[File:20170929 215339a.jpg|thumb|The Kill Count]]

Karandar rushed the tent, engaging the mutated Ogre warboss and his Troll Shaman, who put up a decent fight for the Barbarian. Meanwhile, as per her message, The Destriant of the Wood (Erak) was given access to the full might of Illoshiana, Path of the Living Woods, and started slinging waves of energy around the camp, killing thousands of Greenskins per round.

Karandar, failing his perception save in the Warbosses tent, missed the sneaky fingers stealing the second half of the Vord blade. Erak was first to find it, as The Don dropped stealth, cackling like a mad-man and drove the anti-order blade deep into the Destriants back, severing his ties with the warren, and for a brief moment, exposing him to the Ever.

The Fight was all but over, Karandar having slain the warboss and his Shaman, Terranc had returned to his Warren, Erak was drained, and the Greenskins in disarray, having lost 10,000 of their original 45,000, and quickly fled the field.

====After the Fight====

The party zapped back to the city at the side of the Reader, and started the process of recovery, before setting off on their way back to Nestor.

While the fight outside had been raging, Rug headed out to hunt the Orcs in the city, bringing back 36 scalps and 2 new tattoos (?!). Rugs wolf is also with him suddenly, when asked Rug replies “Rug call, wolf come, is how work.”
Aloi edged away from the wolf giving it sideways glances and the Reader drew a card quickly, and stared at it for a moment before slipping it back into the deck.

Oromis had held the Library, holding off a small tribe of Ogres with the Reader and the 300.

67 and the 300 head back to the keep to report in, saying they will let the Duke know of their presence. The Reader offered to take them to the leafy cult, or up to the keep, or sneak them to the docks to avoid pomp.

First Erak chose to visit the local Cult of the Wooden Lady, finding a opium den filled with a priest and his Harem, who use Naruniga’s blessing to aid in growing their uh… stimulants. Yeah. Stimulants. Anyways, think whacked out hippies (Like, whatever maaaaan.)

They then visited the Duke, who gifted K & E with a single Stone of Recall each as a reward. Each stone will summon 67 (and anyone he choses to bring with him) to aid them.

After this, they head down to the docks, meeting up with Captain Horn of the Nestorian Marines, who briefs them on the situation, highly recommending they NOT fight Captain Moss when he tries it.

“I’ve heard of this ship,” stated Aloi, “if the rumors are true, this is either going to be a smooth sailing, or an adventure in it’s own right.”

Captain Moss ran a hard bargain, gaining 75gp per person, and challenging them to a fist fight, but no one accepted. The party them retreated to one of the Inns on the side of the docks, finding significant amounts of alcohol, and set to trying to dry it all before morning.

==== On the Ocean ====

As they set off the Captain chained himself to the poop deck with 2 cold, rune emblazoned bronze chains and starts bellowing orders. Legion Captain Horn will explain if asked that the captain refuses to pay a debt to the demi-god spirit that resides under Greenskin bay, and uses the chains to stop the spirit dragging him down to it.

They were met with days of storms and rough weather, exhausting the crew and party both, leaving them 5 exhaustion stacks down, but eventually the weather cleared around the time they turned at the Zardik Point and started to the head north.

Pirates set upon the ‘fleet’, and once successfully vanquished, the rest of the alcohol emerged, with a rather wild night in tow. Karandar and Aloi were rumored to have hooked up below decks (can anyone say “heir”?), and post that the journey was nearly over. A large part of that time was absorbed by Aloi guiding the party members in rudimentary secrets of the Warren, and guiding them towards access to their first warren point (3 for the Destriant) and a single ability each.

The Party reached Delagore safely, and chose to go by road to Port Pardue, instead of by the river (DM: Lucky choice.), and finally arrived in Nestor, to be surprised by a grand Triumph that Morrowdown and the Council had thrown for the parties benefit, selling their excellence to the mob.

==== Back in Nestor====

After the triumph died down, they went shopping, finding a new store in Adventure Lane (Jeremy’s Store – “Now, will you be paying in gold, or in terrible sacrifice?”) and experiencing Bruce having a fist fight with the new pastry vendor (and losing).

Here the session ended

Session Recap – Imperial Campaign – The Halls of the Fallen – 1156 NR

Next: [[Recap – 1156NR – Imperial – The Siege of Mare, on the Bilge-pump and Returning to Nestor]]

==== Illoshiara & The Vine Lord ====

The party set off across the warren of the Forest Lady, following the small, 3 eyed, glowing hare onwards into the wood.

Upon resting the party found themselves surrounded, the trees having moved during the night to form an impenetrable barrier, from which emerged a Vine Lord, who seemed to just be interested in conversing and finding out their reasons for being present. Upon learning of the Destriant among them, the Vine Lord mused about Naruniga’s return, mentioning the fight she would have ahead of her yet nothing about which side he supported.

Once he left and the trees allowed them to leave again, the party set of again, on the mounts provided by the vine lord. Little would trouble them for the rest of the journey, and they would soon reach the end of the vast forest warren.

==== Caleb and his Tree ====

Leaving Illoshiara, the party set off into the ways again, heading towards what Aloi described as “A font of pure order, one which feels strong enough to steer creation”, before being distracted by a side passage.

Within the passage, the party found whipping and cutting vines savaging them on the way, before they found themselves in Caleb’s Domin.

Before them stood a large chamber, carved out of the same root-like wall structure from the way they had come, yet these walls instead show flourishing vines, leaves and other life instead of the hard timber-like ones from before.
Within the chamber, a path leads through the blooming life on the ground, threading around 3 large Dragon Leaf trees, before heading to a massive trunk of roots at the chambers center.
The Path leads to a root-cabin built into the central trunk, the cabin a size that might suit a hill giant.

Within is Caleb himself, the Clay Golem that Finn, Erik, Rug and Co. freed from the Lair of Thanaz the Lich. He now sports little plants growing around him, and will welcomed the friendly traveler’s and offered them whatever assistance he could (Some basic healing, food and rest).

He told them that the roots he lives in are the Tree he saved from the “dead one’s house”. The Tree seeded on the clay golem as he planted it here in the ways, and it soon started to grow at a massive rate, growing this little ‘bubble’ below it. Caled tends the tree now, protecting it from hostile invaders “such as those strange blood-beings”, and helping the roots find the nutrients they seek.

Caleb is reluctant to give more information, but after they pushed him, he did guess that the tree grows in a warren above, potentially as-yet unclaimed. He also suspected that the tree has sunk a tap root into the Ordenflow, the flow of creation itself, which is probably the reason for it’s sudden growth spurts.

Caleb enhanced the Destriant’s armor to become [[Items#Caleb.27s_Blessing_-_Chain_Mail | This]], and made Karandar a grown crutch to aid in walking, but not battle.

The party left the glade feeling rested and fresh, heading for the Ordenflow.

==== Crossing the Ordenflow & a chat with Sorrow ====

The trail led the group onward, until they grew deaf from the rushing noise of the great river. The walls were growing damper and damper, and puddles were getting larger underfoot, before finally the passage opened up into a massive chasm, stretching far to the left and right. The walls of the Chasm were sheer, looking impossible to climb and while coated with the violent spray from the churning waters below.

The Chamber itself was lit with some glowing mosses at the ground level, some of which flickered as the spray hit them. A supernatural glow emanates from deep within the Ordenflow, so far down that its source can’t be identified from above (and to date no one who descended into the waters far enough to find out has come out alive again). Apart from the glow, the flow seems nothing more than a large underground river, with steep cliff-like banks that prevent access to it’s waters.

A small spar crossed the great river, barely wide enough for one to walk across, and the brave Destriant took the lead, crawling over on all fours. Just as Oromis followed, the stalactite next to Erak showed its true mimic form and set to sucking his face off. Erak learned the secret of his new armor, and launched the bloody mimic into the Orderflow.

After they crossed, a sudden cold wind filled the ways, coming from the only tunnel on this side, before quickly subsiding.
Karandar felt compelled to go that way, and as they approach the tunnel before them, a cloak appears, hanging by itself as if on an invisible person.
As they approach within 15ft, the figure speaks to them with a voice that Oromis and Karandar both recognized as Sorrow.

“I had heard rumors that Morrowdorn’s favorite pet is walking the ways, with no protection or guidance, and lo!, here you are crossing the Ordernflow, of all places.” The cloak nods towards the glowing river “Tell me Karandar, is your blood pure enough to feel the call from beneath? Do you feel the ever present pull to return to the Ever?”

Sorrow seemed almost disappointed at the negative response “Oh well, one hoped you might still harbor enough of the Ever within you, but clearly not” He paused to cough “I noticed you on the sidelines at Dr’Ang, do you understand now why I resisted your desire to release the Lord of the Dawn? He is not ready to bear the burden of two Warrens, he simply needs more time to solidify his control.”
The cloak seems to muse for a while, before gesturing down the passage behind him, then cloak falls lifelessly in the air before them “Well I won’t keep you any longer, I believe Ezum also desires a meeting with you”

As the cloak falls, it remains behind, acting as the cloak from below, Eral took it up, making it billow behind him gloriously, and they set off.

Only to find themselves fending off two Gug’s after they accidentally entered their lair.

As they wake the next morning, they find Sal gone, in her place is just a set of bloody, gnomish footprints.

”Law and Order sound”

==== The Hall of Slowly Released Information ====

A large chamber in the ways has a town, that has the shared lives of Fire, Ice and Forest daemons. The town is walled, and has a single entrance, that leads to an ancient negotiation hall. The first door leads to a small chamber, within which there are two doors, Ice & Fire.

The Ice door opened to Erak as he tried it, showing a man-sized snail, made entirely of ice, along with some Tree Sprites that are playing dice in the corner.
The Ice Snail wants the party to go to the Ice Warren, as Ezum herself needs to speak with them. They will insist that they leave as soon as they can, explaining that “The way has been opened to mortals temporarily, dally not”
3 small tree sprites who keep trying to grow on Erak when he stands still long enough. He takes them with him.

In the Fire door, two fire imps are standing in the room alone. As they approach, they hear a high pitched whine that they soon realize is the imps voices.
Seeing the humans cannot understand them, one of the imps grabs a bucket that was sitting in the corner, and douses the other one, who starts talking in a deep voice.
“Are thee here to receive the mortal flame?” he asks twice, before taking Karandar’s response of “Yes” back into the town.
The Fire Imp that stays lit followed Oromis around, poking and prodding, and taking in long sniffs next to him, each time he got close to Oromis, burning him repeatedly.

The party leave, struck by the oddity of the place, and realizing once more that the ways and warrens are alien to mankind.

==== Ezum’s Domain, Kinsh ====

The first arrive at the Wall. A series of jagged ice crystals that prevents Mortals from gaining access to the warren, has been there since before the times of the Ellenvord.

As they approach, it recedes to let them past and closes after them. The air is bitterly cold, and the metal of arms and armor start to stick to flesh and grow brittle, damaging and weakening our heroes.

Beyond the Wall, lied Ezums Warren, and waiting for them was a Frost Lord. A large muscular torso with a large heard and cloud of ice beneath him (think genie from Aladin), he welcomed them in Ezums name, introducing himself as Saaaalthorp, says he will take them to Ezum and gives them a cold resistance blessing, that works on all who are not currently devoted to another faith (Erak & Naruniga, sitting in the tree…).

Saaaalthorp is cheery, and hammers home question after question “its nice to see mortals again after so, so long, and asks what the mortal world is like now? Have the Sendare ranged south lately, and are they still such a threat? Does Ranesia still stand against the emerald threat? Has the commonwealth fallen? And what of Dwimmerhome? Do the golden pillars of Abbathor still guard the way against the Ogre-kin Mardek?”

All while talking, he is taking them onward past massive ice sculptures full of all manner of cold and icy species and races. The group occasionally recognized the race of a statue, notably a Male Elf and Female Human holding each other, seemingly in terror, later they see a large Dragonkin, that unlike any other dragon kin seen before, it has wings swept behind it. Finally, after what feels like hours, A large crystalline structure lied before them, upon which stands a sits a simple throne, formed purely of Ice.

A woman with pale, blue-white skin, wearing furs of exotic beasts (mostly all white-ish), and bearing troll-like fangs stands before the throne, probably 5 feet tall and… generally unimpressive.

“Welcome” she says moving forward “I am Ezum” and as she says her name, her eyes light up pale blue, the wind behind her seems to sharpen with intense cold, dealing 2d6 damage to all who didn’t have resistance to Ice (Erak, Destriant of warmer things). Ezums presence fills the each character making a wisdom DC 27 saving throw or gaining frightful presence. They all failed.

“I have asked for you to come to me, partly in aid to guide you back to your own plane, and also to offer some free advice, if you so wish to hear it?” She stops and waits, not offering anything, without your request.

“Excellent, wisdom has prevailed. As I have closed myself to mortals, I cannot assist without you asking first.” she pauses for a moment, before continuing.

“You need seek out the history of the blade you carry. While reforging it may become a necessity, to right the world back to Order, reforging it brings with it other complications unknown. Last time it was forged, we saw the birth of Slerikek, the Rise of the Emerald House, and Fall of Dawn. Know that the blade still remains untested against the threat it was forged to combat, as Ellenvord was disarmed before reaching the Archlich”

“Sentretta approaches a crises, of which it hasn’t seen in centuries. It seems that too many “chance happenings” are occurring simultaneously, enough that I must suspect the delicate hand of someone pulling the strings of all these events. The secrets of who and why are clouded to me, however I suspect they will show themselves as the climax approaches.”

Ezum sighs sadly for a moment, seeming to ponder for a moment, before listing world events, while ticking them off on her fingers

  • Night has returned to the world, after nearly a thousand years.
  • The Emerald House has crashed against Ranesia, for the first time in centuries with the largest army the world has ever seen
  • The Sendare ride for Westmarch, where Striker and Sevenswords were last seen before they disappeared.
  • Slerikek’s Bloodriders are moving on Tos Calos, and then the southlanders behind them.
  • The undead has risen for the first time since Ellenvord’s fall, and seem fixated on his old seat of Nestor.

“Ask any questions you may have while we are together, for time is short. If you will permit, I shall fix that leg for a while for you. It will only last as long as it will remain chilled, as once it melts you will once again return to your current state.

Once you are ready, I shall send you back to the world of men and dwarves, so you may serve the purpose you need too. I will return you to where you are needed most, where you may do the most damage.”

She answered the questions she chose to, some examples:

  • About Ascendancy and Godhood, of direct and non-direct actions.
  • Why Terranc is twisted
  • Some general world history, about the Vord blade and other things.
  • Tempted Oromis to the faith
  • Illuded to Karandar’s [[Sen%27s_Deck#Queen_of_All_.28Ioasha.29|”Sister”]]
  • Advised Erak to get Naruinga some outside allies, but not her.

When they were ready to leave, she takes them back down off the platform, and a jagged rift of ice opens, showing a simple stone passageway beyond.

Saaaalthorp waved cheerfully as they left.

==== The Playpen ====

“As they exited the portal of Ice, they were almost immediately reminded in your times of the deep mines of Skyshaft. Every sound you make is somehow duller, as if the earth itself swallows the noise before it gets the chance to pass far, and the almost immediacy of the sticky, oppressive and exhaustive humid heat told them immediately; you’re well below the earth.

Standing in a wide hallway, probably far enough across for 3 men to fight side by side, the walls look to be cut out of the stone itself, but into a shape that resembles an above ground hallway. The floor below them was slanted towards the center, providing a small drain way that contains what seems to be a mixture of blood & offal, some dried, some fresh. The odor is not as severe as they expected, considering the substance stuck to the floor, making they suspect that it has been masked or removed.

The Screams however, were not filtered. From almost every direction they could hear the sounds of beings either in pain, probably recovering from it, or, from behind them came the unmistakable moan of thousands of un-stretched, disused undead voice boxes. 

Oromis and Erak went back to look, and found hordes and hordes of undead beings mingling below.An army the living would never be able to defend themselves against. While this was happening, Karandar had been seen by Erik the Fool, who somehow talked himself into thinking Karandar was a double agent, and showed him his cool lab, and, meeting up with the rest of the group, he took them to Dvoik. 

Thinking to show his best prize, he instead let it loose, as Karandar dishonorably backstabbed the Dwarf, who quickly teleported away. Erak scrambled to free Dvoik, with Oromis’ help once the Fool had been dispatched.

The party and Dvoik explore for a little, finding a possible way out, before finding themselve in the presence of a Lich lord, and his minions

//This is Erinthotle, 7th of 13. //

An intense and desperate battle exploded with a fireball from Oromise, and a dashing charge by the Barbarians and Erak. The party, realisingd they had to get this over as quickly as possible, smashed into the undead, knocking the minions down in the first two turns, before Erinthotle brought out his Secret Weapon, Shoggzathu.

The wall bursts open, and a massive skeleton bursts out. It’s a twisted mess of former skeletons amalgamated together, tusks from ancient mammoths, jaws and head like those of giant walking birds, coupled with its 6 legged frame and a tail with a large spiked ball on the end.

It screams it’s challenge for all to hear, and earth beneath you quivers with fear!!

As it enters, it knocks most of the items off the wall, including the portal stone.

Erak dashes forward, taking a belting, but getting the stone and getting out to Aloi, who started the mass teleport up. The others fought a desperate delaying action, ending with Oromis and Dvoik dragging out unconscious Rug and Karandar (whose temporary leg was left behind).

As the stone had entered the circle, the true armory had opened up around them, and Erak grabbed the following items:

  • Manual of Iron Golems – Erak
  • Flail +2 – Rugina Culinaf
  • [[Items#Wings_of_Flying|Wings of Flying]] – Karandar
  • Ioun Stone of Absorption – Oromis

The teleportation got them away just in time, and the players landed down in the Fortress of Mare, to find it currently under siege, and them in the middle of the orcish territory.

Session Recap – Imperial Campaign – Escape from Dr’Ɓng – 1156 NR

Previously: [[Recap – 1156NR – Imperial – Convergence of Dr’Ang]]

Next: [[Recap – 1156NR – Imperial – Into the Halls of the Fallen]]

==== Into the Ways ====

The Party found themselves in a cave of quartzite and strange growths, requiring several feats of Acrobatic and Athletic strength to escape. Passing a scar torn into the walls, they came to the chamber of strange darkness that hid within it a creature of poison, savagery and pain. The beast had long fed on the items contained within this chamber, and had gained from it some of the powers it releases.

The party erupted into disorganized confusion, some attacking immediately, some fleeing, others casting invisibility to see how it was going to pan out. Karandar suffered successive hits of unexpected strength, dropping him to quarter health in the first round, with Erak soon to improve on his record and hit 1HP shortly thereafter. The Don held the beast in place, and skipped past, while Sal did her best to avoid contact, restoring to the Wand of Wonders as an option. The Blast of Wind from the wand dislodged all the Creatures young, which swarmed the little Sorceress, dropping her to 3HP, while the party watched helplessly.

The fight turned desperate, Karandar loosing half his left leg (just below knee) in round 3, with Sal finishing off the swarm with a lightning blast by the wand, and hits from Don, Karandar and Erak’s Radiant blows sending the mother creature running.

Inspecting the room, Karandar found a large chunk of the vord blade lodged in the wall of the warren, causing the walls to seep the blood and mucus the creature had lived off of. They jointly deduced this to the be the chunk of the blade sent flying in its final moments, that sundered the Emerald Tower, and pinned Dr’Ang in the Mistwave woods.
After finding the blade, and the blood drying up, the party elected for a short rest, with all of our learning about hit dice šŸ˜€

==== The Moaner ====

The next chamber was filled with a pool of blood, and the great tentacle ā€˜Moaner’ within it. The beast contained a great gem in it’s forehead, and off set the Don, leaping onto its back, then head, and finally tearing the gem from it’s head. Re-joining the group he deposited the gem before flying off again to distract it while the group made their escape at the speed of a fast hop.

A banishment spell when awry, sending the moaner back to its home plane and leaving The Don no where to go but down, down into the sweet, goupy pool of blood below, that he would soon learn flows to the very feet of Slerikek himself.

==== Lady of the Living Wood ====

The party moved on, with little to no mourning for the loud-mouthed bard, before arriving at the Warren of Naruniga, the new patron of Erak. Opening the way and releasing his patron back into her home, the party were given a guide to get them to the other side of the warren, before they set down to take a long needed rest.

Trivia: Karandar and Oromis have now saved two gods.

Session Recap – Imperial Campaign – Battle for Dr’Ɓng – 1156 NR

Recap of ā€œThe Battle for Dr’Angā€

Last we played, you held the line for the PCs, fighting off Lengat’s forces for as long as possible before the Dragonborn heavy with questionable loyalty was the sole survivor.
The group arrived safely at the Temple that Oromis, Prophet of Dawn, had setup in, and quickly exchanged information with him. The group shared the truth about Lengat, while Oromis revealed his suspicions of Terranc’s duplicity, and plan to get answers via this Temple to Basoran.

Basoran’s Warren (Dr’Ang) had long been trapped in the Mistvane Forest, far to the east of Ran, under siege from the dark denizens of those woods. The Temple, once used in blood sacrifices to the Elder God, still had a strong linkage to the lord, and with it Oromis could seek his truths. Learning of Lengat’s betrayal and pursuit, he decided sooner was better than later, and soon the ritual had started.

We chose to skip this part, so in summary: you fought off her attempt, but was unable to kill her or her lieutenants.

==== The Path of Stone ====

The ritual finishes with a portal opening, and the party (along with Oromis and the Humble Lady) are wept into the Warren of Dr’Ang, or the path of Stone.
Standing in a stony cave like hallway, behind you is a large chasm that drops down in the inky depths below, showing no fathomable end in sight. The walls of which are dotted with massive forest-like outcroppings of quartz of all colours and sizes. Among the crystals foundations, great flowing veins of precious metals and stones that glitter in the refracted light.

While you watch, out on a small ledge below one of the outcroppings of pure and clear stones the size of small trees (stone sense: probably diamonds), a small party of figures can be seen.
The party is made up of mostly dwarves, and what appeared to be a single stone golem. As you watch the golem rears back, smashing a fist into the gem cluster, crackling and splintering off huge chunks, most of which fall in the bottomless depths below on into the hands of the waiting dwarves.
Clutching the crystals, the dwarves toss them through a small portal behind them, back to the Warren of the Forge Master, ready for use in his next epic construct.

You proceed forward, finding a pack of Deva’s of Terranc fighting in a kennel for Bulettes (Land Sharks). The Deva’s, singing the Ballad of Terranc, slowly fall, especially once you join the combat. The leader of the Shark Trainer’s guides you onwards to Basoran’s Throneroom, as they prepare for the next attack.
In the next chamber the part found two StoneMelders, magic users and reality benders of stone, fighting a Planetar. Helping the Melders, the party cleared the room and proceeded onwards to the throne. There they found a desperate defence being assembled by the god’s forces, as he himself put on his armor.
Time was short, and the Lord of Stone asked for assistance in his defence, but before anything could really be agreed upon, Terranc appears at the head of the large group of his Dawn Angels, and the battle was joined.

==== The Battle of Dr’Ang ====

The party held the steps, alone except the assistance of a few Nestorian Legionaries that arrived mid-fight, desperately fending off assault after assault, as they also commanded the Galeb Duhr, Melder and Bulette forces on the field against the swarms of Angels and Demons that came.
In the centre of the room, Terranc and Basoran danced a deadly duel that ended all too quickly, with Basoran impaling himself on Terranc’s sword (Crit Fail), and leaving the Throne of Dr’Ang unoccupied.

Late to the fight, but arriving in time to prevent Terranc’s Ascension, Xenth and Danath arrived to combat the God briefly, before falling and being replaced by Morrowdorn and Azzanan (who received little praise :P), who barely held the god back. The desperate holding action was interrupted by Sorrow and his revenants of Death, that swamed into the Dawn Angels, gaining the party a little reprieve as the Gods and Demi-Gods discussed an unheard topic.

The conversation failed, and Terranc, Sorrow, Morrowdorn and Azzanan erupted into a fight both Martial and Warren based, with the two unascendeds taking the brunt of the hits before finally both pulling out. Terranc looked to have the upper hand on Sorrow, before his twin, Telem, arrived to attempt to drive off both. Before he had a long chance, the Preserver (Elder Light) acted through Telem and Delcared the Warren to be off limits to all except someone worthy, and the room erupted in a savage and violent light that forced all to leave.

Continued: [[Recap – 1156NR – Imperial – Escape from Dr’Ang]]

The Nestorian Times – 1154 NR – Dansa

====Local News ====

=== Santhur Liberation ===

The First Legion’s operations in [[Dansa]] suffered a major setback through the week, as the cultist horde of [[Nagarazz]] retook both the south and eastern gates. Sources in the area suggest the Nestorian forces are engaged with a superior force outnumbering the legion in excess of 8:1, in brutal street to street combat. The Wizard [[Verd]] is said to be leading the strongest defence around the northern gate, speculation is to whether they are preparing for reinforcements from outside the city, or a desperate retreat.

=== 15 Drowned in Construction Mishap ===

15 construction workers have died in an easily preventable accident during the initial stages of the expansion of the [[Port Pardue]] fish farms. Initial response from several members of the Baron Council has been to lay blame on the recently raised Baron Ellenvord, for breaking the deadlock vote and allowing this travesty to take place. Baron Graffhand was quick to defend the suspiciously absent baron, stating that “…the accusations are true, (but) Baron Ellenvord can hardly be held responsible for the actions of shoddy crafts work”.

We at the ‘Bray reserve judgement until all of the facts surface, however we call attention to appearance that master Ellenvord is noticeably absent from coming forth to defend himself.

=== 2nd Legion already in production? ===

The ‘Bray has found evidence that the newly formed 2nd Legion has been active for at least 3 years already, operating as mercenaries out of [[Ran]]. The ‘Bray would like to remind our readers that the Baron council voted on the choice of creating the 2nd Legion only a week past, leading to several question as to either the veracity of these claims, or that the Lord Council has an unseen agenda for the further expansion of the Nestorian Military.

Diplomats from both [[Relast]] and [[Velat]] have expressed disappointment and frustration at the further expansion of military forces, and neither nation has publicly ruled out a forced intervention in the future.

Nestorian officials have declined to respond to the ‘Bray’s questions.

=== Hobgoblins on the north bank! ===

Hobgoblin raids in the North East against Nestorian interests has intensified over the past months, seeing multiple farms put to torch and the villagers of the districts fleeing the area in anticipation of a full scale raid in the near future.

Nestorian Guard elements that were release from Clouda are being committed to the area, however the Guard is already struggling to police the borders of the Nestorian Holdings at the moment, with a large amount of Guardspeople still being deployed in the war against Nagarazz in Santhur.

=== Baronry Changes ===

Following the mysterious passing of Kendore Ellenvord in the [[Slate Hills]], the hereditary title has been passed to his closest living relative, Karandar Ellenvord.

Baron Mendore, Lord Alchemist of Nestor, is suspected missing. He was supposed to arrive at Clouda nearly a week past at the time of print. If anyone knows to his whereabouts, please make them known to the Nestorian Guard, or the Baronry Council with all haste.

==== Distant Tales ====

=== Nestorian Vessels Sunk off The Lattice! ===

The Pirate scum infesting [[The Lattice]], south of the Great Waste has struck again, this time sinking the The Iron Sailor, a grain barge destined for Selenda. It’s escort, the Nestorian Navy Schooner “Silent Racer” is suspected to have been either captured or sunk in the encounter.

Rumours back home in [[Nestor]] speak of a potential 3rd Legion being rushed into action, to serve as a marine force to defence shipping interests of the state. The ‘Bray current has no reliable source for these claims.

=== Purple Rain? ===

The Eastern quarters of Cantos have been subjected to a surprising downpour of fluorescent purple rain every Wednesday evening for the past month.

The Bray’s local source believes it to probably be something as simple as a local wizard either playing a prank, or simply not being aware of the colour side effect outside, while they are casting or researching indoors.

Children of Cantos are said to be delighted with the change to the weather, and don’t wish it to stop any time soon. Other residents are said to be less than impressed.

=== The Rend Claw – Raiding near Cassiopea ===

The Red Claw, a mercenary company said to be loyal to [[Algarazz]], said to be the largest Red Dragon of the region, has been raiding ocean-bound freight from Nestor as it sails down the Azula river.

Merchants are reminded not to stop on the Northern banks of the river once they are past the joining of the Windy and Azula rivers, and stopping at all between Cassiopea and the Nestorian Holdings at Delagore is not advised.

==== Dwarvenhomes ====

===13th Armour of Mare Returned ===

The long lost 13th set of Mare Armor has returned to the [[DwimmerHold]], leading to fervent speculation as to it’s location in it’s long absence. Last seen on a Human Knight of Mare in 742NR, leading the defence of a northern outpost against a troll raid. No sign of the armor had even been seen since, driving much speculation in both of the Linked Kingdoms.

Craftsmaster [[Kari Swordsong]] has been assigned with the task of replacing the piece, with Mithril selected as the main component and 50 tokens from each the Precious Metal and Gem Libraries.

==== Other Tales ====

=== NESTOR GUARD: Fort under Siege, Northern Cassiopea – contract offered ===

A small fort on the norther Fental-Delagore trade route is suffering from near-daily hobgoblin raids. A small force of the guard is stationed at the location and has dug in for the long haul in a position that will be hard to dislodge.

Regardless of confidence in local officers, the Guard (Delagore Charter) is offering a contract with a signing bonus of 250gp, available to any free roaming mercenary or adventure company who arrives at the location to assist with the defence. Contract will be paid daily. Please contact local guard offices for further information.