Session Recap – Antaract Adventure #5 – Traveling to Xenth

Session Date: 26th July, 2024
Attendees: Parallax (HW), Kangrog (JW)
Missing Members: Senko (BD)

The Crossing

Heading north from Rizden, do the party travel, heading to see Xenth on this endless quest for a mystery goblin we can barely remember.

We are traveling a day or so north, until we are past the river crossing where there will be a signed trail, that heads westward and up into the foothills of this spur of the mountains, to the Windy Vale, where Xenth’s tower has been marked on our map.

At the river, there are also three travelers on the far bank, some looking wet, as though they have recently crossed the river.
Upon recognizing Baelor (who had already recognized them) and his guard, the party rushed the ford, at the same time he was asking (see: screaming at) the armoured figure to “get them” as they had “followed me!”

At that, the Thassian rangers hiding under the Pass Without Trace spell, emerged from the trees and opened fire with crossbows.
Kangrog & Pallarax have to wade slowly across the river, after Kangrog tries to jump all sixty feet in one hopeful, yet mediocre dive.
Putting their respective abilities together including one demonic axe, they create a wall of steam, protecting them from fire (Providing Half Cover).

Unfortunately, the enemy cleric had cast Bless on the troops, and countered the effect.

Finally close enough, Pallarax drags Baelor’s guard into the river with Water Whip into the wall of steam, causing him to die screaming in the shallows as his face slowly boiled off.

Kangrog (too rage-filled to even notice the six or so arrows sticking from his chest) used the screaming guard as a launching pad, leaping at the Thassians with spears and splitting one in half and gaining Inspiration.

A frenetic brawl broke out. and Baelor scampered off on the horses. Kangrog chased the Cleric around the map, Pallarax chose to blow a man inside out by breathing lighting down his neck.

After the combat, the Party found another Cipher Book, this one fused shut by a lock, along with 9 gold.
The armour and weapons were left as they bore Thassian sigils on them.
The bodies were left where they fell, to feed the vultures, one assumes.

The Shrine

The next day, they travel the trail into the foothill’s of the Wardens, the surrounds changing from evergreen to a sparse and rocky vistas. By noon, you are on trails with sheer cliffs to one side, and sheer drop offs on the other, but the trail seems well travelled, and is comfortably wide that you can still walk two abreast without nearing either edge.

A couple merchants have passed you through the day, coming the other way from the valleys above, when asked, they mention there is no dangers ahead on the pass out of the ordinary, that the Baron and the Lady Sorceress keep the area well and safe from most harms.

In the early afternoon, they come across a small Shrine to Kithloth, Lady of Winds, in the side of the pass, that has a strange feeling to it, and under close inspection shows it has been corrupted, with the colours wrong, the symbol of the 4 lines of air was upside down.

An astral projection of a wind spirit is shown to Pallarax, as the cliffs shake and a single dark figure with long red hair blowing in the wind appears emerging from the back wall of the shrine.
She stands draped red in cloth hanging lifeless, staring at you, weeping rivers of blood. Long iron chains, wet with blood hold her wall, and she trashed against them weakly.

Once the source of the curse, a small blood sigil on the rear holding the ward in place is scratched off, she reappears and purges Slerikek from the valley

. As a thanks from the Lady of Wind, another astral presence flutters into your senses, projecting in front of you is many faintly glowing purple lines, fluttering about as if they are the wind itself.


The flicker and flutter for a moment before coming together to form the shape of you, in your monk robes of your home temple. You follow through a series of gestures, that when complete have your form shoot a burst of wind from it’s hands,
The symbols imprint in your mind, and Pallarax now has the Fist of Unbroken Air Monastic Tradition.

The Beholder Lair

Further on that day, as you pass through a small little valley filled with life,
you find first and odd scorch mark and a pile of ash on the ground.
Beyond it a small trail leads off, and as it curves away in the distance, there is fantastically realistic statues a Dwarf and Human, carved in a way to seem like they are running away in terror towards you.

Do you wish to explore the trail further, or continue on your way?
Fuck that, no

A wise choice for two level fours.

A visit from Horn

That night, as they setup camp, an unsuspecting gentleman in some fairly nice gear drops by to ask about the mountain of corpses back at the river crossing.

He reveals himself to be Captain Horn of the Nestorian Guard, but you’re pretty damn sure he’s NIS through and through.

He convinces them to sell them the Cipher for 200g, so he can take it back to Nestor for study and possible counter espionage operations as they had been struggling to crack the code the Thassians were talking in (like some random captain would know that).

He admits they were Thassians, and that bad times might be on the way.
Comments he will report in the Beholder’s lair, claiming to have gone inside for a ‘quick look’ on his way past.

A good session, well done all!

NPC – Slurg

Daemon – Alignment Unknown

Slurg is a Daemon, found in a old and dying tree behind Blackthumb’s Roadside Repairs, in the small village of Rizden on the Alecton Way in 1212 NR, trying to sell Tangor’s location for a soul.

Slurg has implied he needs a soul to buy his freedom from his ‘master’, and attempts to bargain for a soul at every given opportunity. What that soul will actually be used for, has not been disclosed at this time.

He also appears geas-stricken as to not reveal who his master is, or his plans.

Player Interactions

Slurg has struck a deal with the Player Character of Kangrog, paying all his gold, a magical keg and a promise of ‘his next magical item’ in exchange for 1d6 fire damage added to the axe.
No greater specificity was given than that, leaving the Daemon fully in control of the relationship for now.

Session Recap – Antaract Adventure #4 – A Day in Rizden

Session Date: 12th July, 2024
Attendees: Senko (BD), Parallax (HW), Kangrog (JW)

Town Description

Little more than ten buildings in total, Rizden is nothing more than a few houses that have sprung up next to a traders stop along a major roadway.`
Frequented by no one other than the transient and transitioner, the locals are aware of world events outside of their local region, hearing many things from many mouths in passing, and might know a thing or two, if one were to ask…

The party approached the town, and chose to visit the Inn first.

An Alehouse Drake was chained up outside, not showing any visible issues, other than a sign that read “Do Not Feed”
Senko managed to pat said Drake, and also getting his hand back just in time to get away without a scratch
(The sign would continue to frustrate and drive all actions of the party until such time as the Alehouse Drake would be fed)

Went inside the Inn to meet the folk:

Snakebite
Is sitting by the fire, casually trimming his nails with a ridiculously large knife, and humming an ancient long forgotten melody of Mekkia

  • Gave 200gp to each player for the Ankheg shells.
  • This has been retconned into a Stone Bank account for each player
  • We will do the setup process when in town

Kangrog has purchased a Keg of Oskar‘s Booze for 50gp

  • Oskar is a Brewmaster of Skyshaft, travelling the lands selling his wares.
  • Drank 4(of 20 max)
  • Before selling it to the Demon Slurg.-12cp for Ale drinks-10 sp for broken stool after the effects of Oskar’s booze wore off.Tossed 1 gp for Well

The drunk thief approaches the poor child (Purn)
A small human child, maybe 8-9 years of age, that is drinking casually from a wineglass at the bar.
She is a Artificer from the Pirtarvan Duchy, passing through on her way south, seeking the possible help with her reversed age mishap from the Elven Sorcerers in the Ancient Realms of Selendar

  • Finds out about her mishap, de-aging too far in an experiment.Found out about the Thassian – Nestorian Conflict in Relast.
  • Told them about the Activity in Morvail.
  • Offers to Enchant Weapons for 500gp

Kangrog spoke to Inga
Ancient and wizened, she is potentially either short or tall of frame, but it’s hard to say with how stooped and bent over she is.

  • She cast Lesser Restoration on him in passing
  • Told him about a Wizard that might have work for them in town

Baelor asked Parrallax if he was Rogal.

Rust and Revlor are headed home

  • Revlor has lost his sword.
  • They’re going a very long way to avoid the Undead activity to the north.
  • When asked about it, Rust said the Smith wasnt home when he visited.

The Party leaves and heads over to see Gelpdor the Grand, Star Alchmemist
The Tower Belongs to Gelpdor the Grand, Star Alchemist
A sweet little wizend old gnome, wearing a pink shirt and bright blue pants.
A Registered Alchemist of the Guild of Nestor, he is quick to tell anyone.
Talks a lot about stars and Mani-Spheres, and Magnetti-Spheres and it’s all very confusing.

  • He had a quest for Roatating Soil, which was really just summinga huge Ankheg to do the work for him.
  • They rotated the crops and got 10gp and 333XP each
  • Asked and found out who Rogal is – The Blacksmith who goes by “BlackThumb” in town.

Back to Inn

  • Lunch for all – 10cp each.
  • They also found out that the Alehouse Drake is just a lil’ fatty on a diet

Back to Inn

  • Lunch for all – 10cp each.
  • They also found out that the Alehouse Drake is just a lil’ fatty on a diet

 

Heading to the Blacksmiths, Blackthumb’s Roadside Repairs they find it unoccupied.

  • As they go to leave, from the empty building noises of furniture moving can be heard.
  • Blackthumb comes out, sells some weapon Sharepening, and a Stave to Parallax.
  • Kangrog – had Axe Sharpened = -5s (+1 dmg next combat)
  • Senko= – 1gp  Rapier, 2x Daggers > Each with +1 Damage in next combat
  • Parallax = – 5 sp for a Staff purchased.

They head over to a Demonically Inhabited Tree that has been given suss vibes to the spellcasters in town.

  • There they meet a sweet little demon named Slurg who offers to give them the location of Tangor in exchange for a soul.
  • They trick Slurg into giving away that he wants to use the soul to gain his freedom.
  • Instead, after a while of bantering and bickering, Slurg makes a deal with Kangrog:
    “All his money, the Magical Beer, and his next magic item” for 1d6 Fire Damage on Kangrog’s current great axe.
  • Gelpdor gives them 10gp each and a pat on the head for getting rid of the demon, and tells them to seek Xenth for help with finding Tangor in time.

The Thassian Spies

After the party figured out something was up with Baelor and the Blacksmith, they kept a watch.

  • Baelor was watched, dropping his packet of letters in the Coal bin at Rogal Blackthumb’s. 
  • Senko stealthed in, then tripped, knocking over the coal bin.
  • Parallax, seeing this from the Inn window, unleased Kangrog upon the unsuspecting peace and quiet of the inn, creating a distraction to cover the noise.
  • Senko stole the packet, snuck off to read it, finding it to be in code.
  • He then B&E’d the blacksmith’s house, searched and found the trap door
  • (But not the password on the paper, as no one would until too late)
  • Went downstairs, with the Party in tow
  • Rogal having seen them go, follows and watches from afar.
  • They set off the trap, falling for the lure-tripline and missing the actual stone due to some shitty rolls.
  • Senko dives from the Boulder, but has his ankle crushed
  • Parallax runs too fast, so he gets up the ladder quicker, Kangrog does the same, but with 5ft to spare, Parallax getting him up the ladder with an assist.
  • They turn to find Rogal behind them, Kangrog sets his axe on fire and threatens him, and he runs off into the night.
  • Later, Baelor cannot be found either.

Meanwhile, Senko, on his own, opens the Cipher on the Altar, having an exchange with the person on the other side of the book:
– Them: What News do you Bring?
– S: [Cant remember, trying to guess the situation]
– T: What News do you bring?
– S: [cant remember, was about the packet of info]
– T: Initiation Phrase?
– S: Wait, there are people in the tunnel
– **Book burns to ash.**

 

Session Ended There

    • 866XP Each
      • 100 – Demon
      • 333 – Soil Rotation
      • 100 – Discovered the Spy
      • 333 – Found the Cipher

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 – 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 – Escape from Dr’Áng – 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 😀

==== The Moaner ====

The next chamber was filled with a pool of blood, and the great tentacle ‘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’Áng – 1156 NR

Recap of “The Battle for Dr’Ang”

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]]