Tuesday, November 30, 2010

Out of the Underdark into the near dark.

1489
Year of the Warrior Princess
Uktar 4
After a few days of little resistance, the group figures to run into some bigger and badder patrols as they near the top of the Underdark. The Justicar tells them at breakfast they should plan to meet up in a few hours at the Chasm of Lost Hope. This is a very large, well known, natural landmark in the Underdark (think of the Grand Canyon). At one of its more narrow points there is an ancient bridge that spans the chasm. Since this is a natural point of entry to the upper world, it is guarded by a Fearunian group called the Harpers. After a few combats (Riddick seems to make a popular target), they approach the bridge. Across from it they see the Justicar not only caught, but being tortured by Drow! There are bodies of Harpers strewn about as well. They rush past a patrol of guards, Jax keeping them occupied, and sprint toward the Drow encampment. Among the Drow they see a pair of dreaded Driders. A fierce and deadly battle ensues with several bodies going over the bridge to their death. The party wins, and rescues the Justicar just before he was about to die. (A healing spell by the Shaman Leif came in at the right time.) Weary and wounded the party takes back off, surely the guards that escaped will alert their main forces and will be chasing them soon! On to the surface!
EXP - 1500

Wednesday, November 17, 2010

Through the mages tower

1489
Year of the Warrior Princess
Marpenoth 30
Our group wounded and weary finally find the long abandoned mage's keep they were told to head for to meet up with the Justicar, Diovanni, and Brother Krux. They managed to maneuver past most of the odd and sometimes deadly ancient magic; sometimes having to navigate though living magic! They ran into an old animal pen filled with exotic creatures the mage must have experimented on in the past. At the far end of the pen was an undead Beholder! After moving past this encounter they head through a lab, Jax brave enough to loot unknown powders and magical dusts along the way. One final encounter has them fighting living flames and spheres of darkness! Hannibal seems to be on death's door. Is it his new armor driving him to rash actions or his he always been like this? They escaped the tower and found a secure cave where they take a long rest!
Exp - 2060

Tuesday, November 2, 2010

Hannibal's Journal - Marpenoth 28

Never has there been a fouler sub-race than the Drow. Their cowardly treachery, vile cruelty, and utter lack of honor would make Tiamat blush....

On the eve of the culmination of our work in Skullport, the city was besieged by the dark elves. Using treachery and vile magic (for the Drow would never fight an honorable battle), the city and our group were taken completely by surprise. After an explosion rocked our barracks, Brother Krux, Riddick and I were separated from the rest of our group and in desperate hand to hand combat with hordes of Drow "warriors". Despite our best efforts, we were overcome by their craven poisonous bolts.

The following days were a blur (was it only nine days?). We were force marched to be sacrificed to their demon-bitch Lolth. They took particular delight in torture, causing excruciating pain, but asking no questions. Krux bore the brunt of their cruelty; either they had never encountered a Githzerai before or they wanted to test the limits of his monastic training. Eventually the Drow grew bored and the torture subsided.

Several days into our journey, our Drow captors were themselves attacked and slaughtered by another group of Drow. These new dark elves were even crueler than our original captors and they seemed to have exceptional hatred for Riddick. These Drow employed demon-spawned magic in their torture; the worst among them being described later by Jax as "Demonologists".

I swore then that when I escaped, I would whet my blade with the dark blood of as many Demonologists as I could find.

Bahamut’s Grace shined upon us days later when the rest of our group caught up with our new captors and freed us. They are amazingly more resourceful than I gave them credit for. With the help of this mysterious "Justicar" fellow, they tracked us through the Underdark, somehow travelled ahead of our highly trained Drow captors, and set up a very effective ambush. I am both humbled and honored to call them friends. Because of their ability, I am free and the house signet pin of our "Demonologist acquaintance" is in my pouch.

The days following our escape were harrowing. This part of the Underdark is a hornets’ nest of Drow. We've been harried and ambushed constantly, but we've finally gained refuge in an ancient Dwarven temple after vanquishing its unnatural undead dragon guardian.

When times seem darkest, Lendys (dragon god of balance and justice) will sometimes tip the scales to your favor. In the guardian's horde, we found an item of renown that will help us in our struggle against the Drow. My friends honored me by allowing me to wear this item:
The Invulnerable Coat of Arnd.

I felt the honor and valor of famous warriors of history ignite in me when I donned the armor: The stand of thirty at the gates of Myth Drannor, the charge of Warlord Kieth that broke the Granitefang orcs in the Battle of Brokenfang, the breaking of the Drow siege of Mithril Hall…

Yes, I am eager to take the fight back to the Drow.

Monday, November 1, 2010

Run Hannibal run!

1489
Year of the Warrior Princess
Marpenoth 28 - 30

The group moves forward and finds itself in an immense treasure room! Unfortunately the creature guarding the treasure is stirs... It is a large undead dragon, awaken to protect its master's trove! The group spreads out to attack, out of concern for his friend, Leif tackles brother Krux to keep him out of the fight. After the battle, a well deserved rest happens, along with picking through the coins and items. They also use this time to crack the cypher found amongst the Drow bodies that were mysteriously killed. After several hours Riddick, Leif and Jax manage to make out a note from a very high level Drow leader called Emerate Qushae. It details plans to find the few remaining survivors of a fallen house called Faen Tlabbar to power some type of Epic artifact for revenge against an Elf named Elladon. Piecing together local knowledge, history, and Riddick's own back story along with the cypher, you come up with the following:
Some time ago before the Spellscar plague, an adventurer named Elladon along with his friends sacked a Drow temple deep in the underdark to recover an Elven artifact called the 'Blade of Rulers'. The artifact along with further work from that group (this group spawned no other than the god to be Singe, and the classical musical legend Zecks among several other legends) to reclaim the lost Myth Drannor from the Drow and their demon allies. The house that failed to protect the temple is named Faen Tlabar. Loth came down mightily hard on them and their descendants. They were shunned and ritually sacrificed. Several of the house managed to escape in the early years to parts across the multiverse. A large group found solice working for Graz'zt, the Ebon Lord of the Abat-Dolor, a race of demons who all look more or less like him. His realm is in the Abyss, far from the Underdark, but not far enough, even this place was attacked by the dark elves, and all members of that house taken back to be killed for nefarious purposes. The Drow now desperate for the blood of House Faen Tlabbar to power some type of unholy relic, is seeking all surviving members. The final notes from the cypher indicate they have almost completed rebuilding the relic and need just a small amount of blood, say one or two more individuals should suffice. Named in the cypher are Riddick and his father Malaggar are the next targets. The Emerate has certain rituals that tell him where members of this house are. The last know location for Riddick is said to be Skullport; his father, Neverwinter.
Still sinking in this information, the group is roused by the Justicar. It is time to move on once more! The old Dwarven ruins that have been their home for two days is now no longer safe.
On the morning of the 30th, he and Brother Krux left to lay false trails and lead the Drow away from the group's true path. The hither and dithering your paths have taken lead to virtually no where but up, misdirecting the Drow on your final destination. This may make travel safer, but it also certainly makes it longer as well.
Several Drow patrols are met and dispatched over the next few days, no major combat thankfully. The 30th however the groups luck runs low. Given directions by the Justicar they enter a strange area of the Underdark, the Justicar says this was once the lands of an insane wizard long dead, but his creations can still be found down here. Over the course of many years, most everything has been cleared out by Drow, or the odd adventuring company looking for lost treasure. Just before lunch they come across a room with floating islands as what appears the be the safest way to the other side. A fierce battle ensues with long forgotten undead, but the group manages to cross to the other side. As a footnote, Brolgar discovers a very old Dwarven corpse decked out in holy armor of the church of Moradin. He plans on studying it on the return trip out of the Underdark.
Exp - 1475

Thursday, October 21, 2010

A bloody reunion

1489
Year of the Warrior Princess
Marpenoth 26 - 27
The sundered party is made whole at last, thanks to the Justicar. Finally tracked to a Drow camp the free members of the group: Diovanni, Leif, Jax and Brolgar assault the dark elves after the Justicar draws off most of them in a fake ambush. The fight the remainder of the guards, and then quickly leave. Most odd is that these Drow are not the elves that first captured Riddick, Hannibal, and Brother Krux. Those elves are dead by these same Drow that were holding the group captive. The party found a strange cypher, taken from the first set of Drow that might hold some answers, but there is no time now to try and crack it.
The three members that were captured find themselves cramped, starved, and fairly well beaten after 9 days in a slave pen, it looks like the toll of that experience has affected all of them, with Brother Krux being the worse off. After freeing themselves, the group is on the run for a few hours before they rendezvous with the Justicar. He gives them directions to an old ruined Dwarven holy city, over run by the Drow many centuries ago. They are to make for that while he throws off the pursuit. According to him there are hundreds if not thousands of Drow after them, but why?
After getting caught in an ambush, which almost cost the lives of Jax and Krux, they party finally finds the entrance to the holy area, in looking around they spot a false wall that has been revealed by a recent earthquake, one that has not been accessed for many, many years. Upon by passing the wall and dropping down to a smaller room, they are amazed by mounds of treasure! Before they can take it all in a large monster stirs at the far wall and approaches: An undead dragon guardian!
EXP - 1250

Thursday, September 30, 2010

Attack of the Drow! (Cont.)

1489
Year of the Warrior Princess
Marpenoth 19 - 21
PART 2: 'Alone in the Dark'
Our party makes it back to Skullport only to see the Drow invasion forces slowly clearing the city building by building. After the second night of uneasy sleep they find an inn that the Drow have left alone for now called 'The Blind Fool'. They know this place from their time here and actually meet a contact of theirs named Seamus Rockfur; being a Drow himself Seamus has a bit more freedom to travel about town. They ask him for a favor, to scout the area for their missing friends and to let them know of safe routes out of the city. The next day Seamus returns and brings bad news: "Your friends were on the first of the slave trains out of Skullport, apparently they gave the Drow such a battle that they are to be rushed into a very important sacrifice to Loth herself! The slave train left two suns ago, heading further into the Underdark. I spoke to a young woman from House Kingstinn, she knows your friends on site. On the plus side, the increased security due to that mysterious group of do-gooders heighten security and the Drow took many more losses than they planned on. Also more people were able to make it out alive when the attacks started." What foul news! Our adventurers speak together on what options they have. It comes down to three:
1, Chase after them, heading into parts unknown in the
Underdark.
2, Return to Waterdeep and seek help there.
3, Head to Solace a fortified way town, where you are known to
seek aid there from a tracker.
No one can track, scratch #1. If they head for help in Waterdeep, it will take
close to a week to get there without help from a guide such as Etchzeeth, so by the time
they get there and get help close to 10 days will have passed, this is deemed
too long to wait.
The choice is easy, but the path will not be, strike out and make towards Solace, evading Drow patrols too find help in the Underdark. Now, the hard part is getting out of Skullport. The Dark Elves have instituted a no light policy, anyone wielding a light of any kind will be attacked on site. Jax has hold of a ritual that will shed a "dark light" only the group will see, but its range is about 30 feet, so certainly the Drow will see the party far before the party can see the Drow. A debate between Jax and Leif center on taking a lesser known road vs. going completely back-roads. The back-roads will take longer but are safer it is thought so off they go. Along the way the group gets lost and stumbles into a Giant Spider egg cave. With a lot of skill and some luck they use their training to navigate out of it and back onto the road. An encounter some wights and a shadow beast is all that they run into before Solace is finally reached.
They are let into the way camp after they prove they are not Drow, and seek out aid from a tracker. In a dark corner they meet a very tall, cut-out-of-stone Human ranger self-named Justicar. Justicar has agreed to guide a merchant patrol back to the surface and away from the Drow when approached by Leif and Brolgar. Along with Jax and Diovanni, a game of diplomacy, insight and religion is played trying to woo the Justicar to their side. After a while it works. The Justicar deems many more beings can be brought to justice helping you than the merchant. One odd thing about the Justicar is his Hell Hound cloak. The eyes sometimes light up and the tail wags for no apparent reason, but that is a tale for later. Upon agreeing to your quest he jumps up and heads out the tavern door. "Let's go, not a moment to lose" he shouts and heads for the gates of the camp.
EXP - 1750

Wednesday, September 29, 2010

Attack of the Drow!

1489
Year of the Warrior Princess
Marpenoth 17
PART 1: 'The Drow attack'

The last 3 months or so since you have returned from the Lonely Tower has been very fruitful. Given more and more freedom from House Kingstinn, your clandestine missions in and around Skullport have really started hurting the slave traders and their related businesses. From burning narcotic mushroom fields to ambushing slave caravans headed out to Waterdeep and beyond. You have also completed over a half dozen hit and run attacks against other houses sometimes with the planning and blessing of House Kingstinn. As a direct result of your successes, local law enforcement and private security paid for by the major houses has been stepped up, costing the slave lords a good deal of gold. This in turn was starting to hurt the economy all together.
You are to meet with Etchzeeth in less than a 10 day for your last, and greatest hit before your orders from the Lords of Waterdeep call you back to home. Sleeping in the barracks house which your group calls home after moving up in the ranks, you are awakened by large explosions and horrific screams! DROW ATTACK! The common yard of House Kingstinn is being overrun by what seems to be an army of dark elves, several hundred at least. The explosion has caused a rift that runs through your bunker, several mercenaries are ripped in two, you are lucky enough to survive the magical energies but the building is not. The back side of the structure shears off and drops down a newly created ravine almost 60 feet deep! Shaking off sleep, and with ears ringing, Jax, Leif, Diovanni and Brolgar shrug off some damage and realize they are the only ones to survive the drop. Along with them come several drow! After a tough fight (especially not having any strikers), the group realizes the only way to make it back up is to go though the newly found caverns and try to come up around the back end of the compound. There is hope: Heard during the fight was Hannibal's methodical strategic orders, as well as several whaa's and whumps that accompany Brother Krux's feet and hands as he metes out damage.
After after several hours the group arrives at a little used cave exit and sneaks back through the compound. Bodies lie everywhere. The Drow left no one behind that could be useful, even the dead that were skilled in life were taken; most likely the cost to raise them would be a small investment to what their value as a slave would be. As they crossed the field of death getting closer to what was left of their barracks, they pass a pile of booty taken from the fallen. They don't recognize anything of their friend's, so they each grab a random item as they pass by the pile. At this point the Drow have all but left, surely they are moving on to other places of resistance. Looking around there is no sign of Riddick or any other comrade. The group decides to sneak back to town and try and make some contacts with people they know to gain some information.

Tuesday, September 28, 2010

Hannibal's Journal - Marpenoth 16

Our contact Etchzeeth has delivered wonderful news. We are to strike a major blow against the Skullport slavers tomorrow and then return to Waterdeep! Gods, I cannot wait to feel the sun shining on my scales again. The pervasive dark of this place has taken its toll on everyone; Brother Krux is meditating more than usual; Jax, Diovanni, and Leif have been getting into petty, stupid arguments; even Riddick seems more sullen than normal. The one bright note is that the group has now rounded into an effective fighting unit. As much as I hate to admit it, I've also learned much about insurgency tactics. It's useful knowledge that would have been frowned upon at the Academy.

Despite the melancholy brought on by this interminable darkness, our efforts these last three months have borne fruit. Our House Kingstinn sanctioned raids, along with our more clandestine efforts have disrupted the slavers' supply lines and sources of income. Paranoia amongst the slaving houses is at a dangerous level and all houses are spending valuable resources arming themselves for open warfare. Skullport is like a nervous red dragon right now and all someone has to do is go for the horde and the city will erupt in flames. We plan to do just that tomorrow...

Sunday, April 25, 2010

Beneath the Lonely Tower

1489
Year of the Warrior Princess
Flamerule 08
After working several weeks for House Kingstinn in Skullport, the group is given the head (dead?) position to investigate a problem near a village that grows and produces a potent narcotic called Meroin. The reason for the bump in rank is that three other groups sent to investigate this problem have not returned and Boss Knuckle was getting some heat from his superiors.
In and out during these weeks comes the drow scout and adventurer Etchzeeth. He updates the group with activities of the slave lords and also has been running intel on the group of drow thugs we ran into a few weeks back. Self titled "Stillborn", these Drow are the harbingers of greater Drow activity anywhere from mass assassinations to outright invasions. No matter what, that they are in Skullport is a fell sign for this city and perhaps even Waterdeep.
The group leaves Skullport and is transported to a small village where these strange happenings are taking place. They find an abandoned tower and investigate its lower underground levels. Right away those with significant experience with aranca know something is amiss, as if there were a slight merging or inrusion with another plane of existence here.
After several fights they have a fairly peaceful encounter with a white dragon and then find a teleportation portal to a lower level. Here they fight some gricks and then find a real planar portal being sustained by some foulspawn! After the combat the portal starts to disappear and they make their way back to the top. Boss Knuckle is going to be proud of them!
Exp awarded 4th level: 1575
Exp awarded 5th level: 1882

Thursday, March 25, 2010

Hannibal's Journal - Kythorn 23??

I've neglected my journal, but I've finally found the time and the LIGHT to reflect on what's happened the last several weeks.

In the weeks following our big raid on the Waterdeep slave ring we were kept busy putting our affairs in order and preparing for our journey to Skullport.

Etchzeeth instructed us on the finer points of the Underdark and what to expect in Skullport. We were trained on the hazards of the Underdark and given a crash course on the habits and traditions of the various subterranean races that we would come in contact with. Etchzeeth proved an excellent teacher, but he still seemed very secretive about himself and some key features of his "plan".

We were to pose as slaves and be sold to one of the most notorious slavers in Skullport. It was hoped that we'd be used in the gladiatorial arena, but there was no guarantee that we wouldn't spend the rest of our lives locked in a kitchen scrubbing pots! Although we would be inside the slaver's compound, we would be unarmed and likely restrained, beaten, and undernourished. I'm not sure what the dark elf expected of us in such a condition.

We started out using Etchzeeth's plan. He and Riddick would be drow slavers, Brolgar would be the hired muscle, and the rest of us would get a free ride to Skullport in a slavers pen.

Nothing Etchzeeth taught could prepare us for the Underdark. The air was heavy and damp and it was pitch black, so dark and still that the air seemed to close in on you. Time seemed to crawl sitting in the hay in the dark. We couldn't talk so we sat listening to the sound of hooves echoing off the cavern walls. The rhythmic sounds of the hooves would sometimes be accompanied by dripping sounds, the skittering of some small creature, and most disturbing, the occasional roar of some far off aberration. We travelled like this for what seemed an eternity, meeting no one, and only pausing occasionally to rest the horses or eat a cold meal silently in the dark.

A change in the pitch of the echoing hooves signaled that we had entered a large cavern. The cart stopped abruptly, we heard orders being shouted somewhere in front of us and the cavern erupted in light.

After our eyes adjusted to the Light cantrip cast by Jax, we saw that we had stumbled upon a sacrificial ritual being performed by a priest of Cyric! We were set upon by the priest and his followers and it looked uncertain that we would make it to Skullport at all. In a violent battle that went back and forth, we finally managed to drive off the priest and slay his followers. The priest looked vaguely familiar and the rest of the party agreed that they had seen him before. The light was poor and his face was so twisted with murderous intent that his identity remained just out of our reach.

Concerned by our run-in with the Church of Cyric, Etchzeeth decided to take us on an alternate path to a "pass camp" used by his people to meet, trade, and camp. We came upon a deep chasm equipped with a magical device that would create a bridge across. Jax and Leif managed to figure out the workings of the magical device and we crossed the bridge. On the other side we found an abandoned camp. There were no signs of the living, but we did find a chest filled with a magical powder. At Jax's direction I applied the powder to my Arditi blade and it seemed to be imbued with additional power!

We finally made the pass camp and stopped to rest. There were multiple groups’ setup in the cavern and we could finally light some torches so we could see! Leif and Diovanni met a familiar Dwarven merchant named Curkel who sold rare herbs to Rose.

We were sitting down to eat when a huge chitinous beast suddenly ran through the middle of the camp pursued by two Gelatinous Cubes! This creature had brought some blood sucking stirges in its wake. Tents and poles flew everywhere as most of the campers evacuated the cavern. Only a group of dwarves stayed to protect their cargo. We blew our slave cover by retrieving our weapons and battling the strange creatures. The cubes managed to grab Brolgar, Diovanni, and Brother Krux. They were pulled through the cubes' membranes and were slowly being digested. Jax used his Flaming Sphere spell to great effect, Brolgar proved painful to digest, and after an intense battle we were victorious.

After some debate, we decided to continue our slaver ruse until we got into Skullport. After resting for the "night" we travelled into the city a short time after waking. I couldn't make out much of the dark city, only bits and pieces lit by the infrequent torch...but from what I could tell it was an impressive structure. A city literally cut out of the rock of the cavern. The main thoroughfares where crowded and after struggling to get through a market square we travelled a side road through a Drow neighborhood. Apparently, we made tempting target as we were jumped by a gang identifying themselves as the "Stillborn". Much to their dismay, the cage full of slaves turned out to be a cage full of adventurers looking to stretch cramped muscles with a good fight.

We checked into an inn and set to planning our next move. We decided against the original slave plan and decided to try to hire ourselves out as mercenaries to get close to the slave guilds. Etchzeeth had a formidable network of contacts in the city and quickly found an opportunity at a large slaver house, Kingstinn… notorious for surface raids.

We met with our future “boss”, an orc named Knuckle. He had us take some aptitude tests. Satisfied with the results he told us to show up tomorrow and be ready for anything he asks.

Monday, March 22, 2010

Skullport; not exactly the city of wonders...

1489
Year of the Warrior Princess
Kythorn 23
The group wounded and weary finally make it to a "pass camp", or a place where travelers meet, trade, and camp. This cavern is a natural place for just that and has been used in this fashion for many years. They meet a dwarven merchant, Curkel, that several of the group recognizes as a person that has done business with Rose (Leaf's mother) in the past. Leaf remembers his mother purchasing rare roots and toxic extracts from him. At last it is time for rest, but not yet! Tearing through the camp is a large aberration, being chased by two gelatinous cubes! As the huge creature moves faster than it seems possible, several bird like things are dislodged from his chitin plates, blood sucking stirges! Tent strings, and poles are scattered everywhere. Most of the campers flee, except for the dwarves that form a defensive ring around their possessions. A battle ensues with the cubes, stirges, and a flaming sphere, but the party emerges victorious.
The next morning Ecthzeeth leads the group into Skullport! Not knowing what to expect (except the worse), they are at times disgusted and amazed. The city is obviously poor in the extreme, but how it must have been created, is amazing. Cut out of living rock, sometimes the weight of it all seems crushing, other times there are spaces as wide as any in Waterdeep. Heading to the market and out of the slave cages, the party is ambushed by a Drow gang claiming to the part of a organization called the "Stillborn". They put up some stiff resistance but cannot out last our rested and ready to go group.
An inn is found to handle the needs of the party, and a long discussion is had on how to proceed. Ecthzeeth puts forward the suggestion to do something on the up-and-up to cover the party members wounds and bruises when they do their real work at night against the slave lords. He offers a couple of suggestions; one, be sold to a slaver as a group of gladiators or work as an independent combat team. Both have their advantages and disadvantages. Finally they decided to hire themselves out as mercenaries. Ecthzeeth finds some work at fairly large slaver house, Kingstinn, notorious for surface raids. Their "boss" there is an orc called Knuckle. He has them take some aptitude tests, the last one a riddle that nets them some gold! They are told to show up the next day and to be ready for anything he asks them to do.
Exp awarded: 1285

Tuesday, March 9, 2010

Hi ho hi ho, into the Underdark we go!

1489
Year of the Warrior Princess
Kythorn 21


The party is given a few weeks to work with Etchzeeth and get their affairs in order to journey with him down into the near-dark and to Skullport a legendary city that borders on the Underdark, several miles directly below Waterdeep. During this training the group becomes more relaxed about going to Skullport to take the fight to the slavers. Etchzeeth is an excellent teacher and has made this trip many times. He seems very secretive about his personal history, much the same a Riddick, maybe it is a common trait among the Drow.

Leaf finds some time between lessons (and even skipping out of a couple a bit early), to do some research at the main library in Waterdeep. He scourers the local papers at and around the time of death of his father. The research is slow going, but near the last day of prepping for the groups sojourn, he finds a front page article with Ellanzo and an unknown partner of his, neither his dad nor Jax's, someone new... Ellanzo is standing with one foot on top of a severed head, a bloody trophy of his great bust - a nefarious demonic cult that was wreaking havoc for Waterdeep at that time. Any further details about his partner, or the cult would have to be left to do later as time was running short.

The group adventures for several days without issue. There are paths taken by Etchzeeth that look to be almost untouched by those that walk on two legs, he is very good at his job it seems. They come close to an area that Etchzeeth feels is very secure, "only his people use it" Etchzeeth says several times, but before they can get there, they stumble across the beginnings of an evil ritual being performed by the Church of Cyric! The leader, maybe a high priest, seems to be very familiar to some of the party members, they seem to remember him from top side in Waterdeep, but where? After a long battle, maybe the longest they have ever fought, the leader bolts leaving his Lieutenants to die for him, and without some of his living sacrifices. Brother Krux seems to have gleamed some valuable experience this fight and is promising some new moves for next time.

Later that day they arrive at a destroyed bridge that works on magic to secure its' path to the other side. With some trial and error they cross the bridge and find a magical chest. Inside is some powder, which applied to a magic item of level 1, 2 or 3, will transform it into an identical item 5 levels higher. There is enough of this powder to go around to everyone for one item. The effects are instantaneous, so use it whenever!


Exp awarded: 1130

Thursday, February 25, 2010

Hannibal's Journal - Kythorn 4

We have been invited by Etchzeeth to accompany him on a mission to Skullport to strike out against the slave lords there. A noble endeavor, but do we trust this Drow? Only a fool walks into a dragon's lair with soldiers he cannot trust... we will have to find out more about this Etchzeeth.

More disturbing, we were able to go over the files from Ellanzo's office and they reveal some troubling information about Giovanni's father.

Apparently, Ellanzo had a reputation for using over-aggressive methods of policing. He had several inquiries brought against him but was still a highly decorated officer. This by itself isn't dishonorable... I too understand forcfully negotiating when the situation warrants.

The troubling part is that he had himself assigned as the partner of Leif's father shortly before he was killed "mysteriously" in the line of duty. He was also Jax's partner when he "mysteriously" died. Coincidence, or something else? This explains Rose's distrust of the man.

Much to my relief, Riddick was able to sneak the files back into Ellanzo's cabinet before he noticed. Despite my initial reservations, Riddick has grown to be a valuable member of our party. His skills will prove to be very important if and when we journey to Skullport.

Hannibal Journal - Kythorn 3

Tonight Ellanzo summoned us and about 20 or so other deputies to help in a raid to sweep up all the slave ring contacts we had located in the last several weeks. We were formed into multiple groups with members of the regular constabulary and elements of the Arcane Task Force so that we could hit as many targets as possible that night. Surprisingly, Walton and Billy Barrue were there as well. As a candidate to Ellanzo's office, the Barrue's were entitled to be there to monitor this raid, but I wouldn't be surprised if they were connected to this slave ring in the first place.

The leader of the raid, Sgt. York, explained that we were to use a "Flush and Scrub" tactic where one team would go into a dwelling to take out the targets and a second group would wait outside to pick off any stragglers that escaped. The Arcane Task Force would stay at a central location and provide support when needed. Each team was given a glass rod that, when broken, would summon a squad of the mages.

Our first mission was to take out a small group of slavers at an inn by the Docks District. We were the "flushers" on this mission and were able to efficiently take out our targets without anyone escaping or any civilians getting injured.

Our next couple of hits involved us playing the role of "scrubbers". The first operation went smoothly with no blood spilled. The second went horribly wrong. Our "flush" team went into a warehouse on the docks as we formed a perimeter around the target. Moments after they entered the warehouse we heard fighting break out. There was a flash of light from within the warehouse and a squad of Arcane Task Force appeared and joined the fray. Suddenly multiple explosions rocked the warehouse and we heard bloodcurdling screams. Out of the back of the warehouse, 6 men-at-arms appeared escorting either a squat human or dwarf. The figure wore a blood red robe etched with golden sigils, a pure white fur cape, and hid its face under a cowl. As we moved to intercept, the figure struck a large scepter on the dock which erupted in an enormous explosion! The warehouse and the surrounding dock were blown apart and we were thrown with the men-at-arms into Waterdeep's bay.

A fight for survival ensued with the combatants vying for pieces of dock to stay afloat. The heavily armored Giovanni seemed to make out since he landed in neck deep water near what remained of a pier. I was hoping he'd be in position to look for the crimson robed figure, but he was immediately beset upon by giant crabs from the bay. What is widely regarded as a delicacy in Waterdeep was now trying to make a meal of our friend! As Giovanni dealt with the crabs, the rest of us managed to pull ourselves onto large floating pieces of the dock while we battled the men-at-arms. While Brolgar, Leif and I battled guards on larger, more stable section of dock, Riddick and Jax had managed to take out another guard and pull themselves up on a smaller section.

This being our lucky day, a large water elemental suddenly appeared next to Riddick and Jax... obviously summoned by the crimson figure or drawn to the large release of magic that had precipitated our plunge in the bay. It quickly tangled the two in its nets and skewered Riddick with its trident. The creature resisted my attempt to draw it to the larger section of dock, so Brolgar and I did what any self-respecting, heavily armored warriors would do and leapt in the water toward it. Thankfully, Brolgar landed several telling blows. Riddick, inspired by our charge into battle, recovered to deal it a vicious stab and Jax was able to freeze the creature with his Icy Rays. By this time Giovanni had overcome the giant crabs and we were able to mop up the remaining guards and make it to dry land.

Unfortunately, and probably luckily, there was no sign of the crimson figure once we made land. We went back to the station so we could report and get a short breather before going out on another raid. While we rested, Riddick took advantage of the chaos at the station and relieved Ellanzo's cabinet of a couple of files that dated to the death of Leif and Jax's fathers. I hope we can get those back before Ellanzo finds them missing.

We set off on our last raid for the night, this time as the "flushers". Remembering what happened to the last group; we steeled ourselves and entered a nondescript house in the Warehouse district. Riddick performed some trick where our entire group was shrouded in shadow and moved as silently as cats. We moved quickly and quietly through the house meeting no resistance and discovered slave pens with occupants in the basement. The slaves, alarmed by our appearance, attracted the attention of their slavers, a group of Drow led by a formidable looking warrior named Etchzeeth. Surprisingly, Etchzeeth seemed willing to be brought in by us without a fight, but his lackeys had other ideas. Swords were drawn, but before they could take a step a powerful wizard appeared from a glowing portal and immolated all the Drow save for the sensible Etchzeeth.

This powerful wizard turned out was one of the Masked Lords of Waterdeep! Etchzeeth was his servant and a double-agent who was investigating the slave ring at the behest of his master. The Lord had heard of the raids and had come to avoid any conflicts between his servant and the constabulary. We released the slaves and found paperwork revealing the vile intent of this cell of slavers, a bill of lading indicating that the slaves were to be used in a foul ceremony in an underground church of Cyric.

Back at station, the operation appeared to be a fantastic success. All of our targets had been rounded up and eliminated. Our celebration was sobered by the loss of five fine constables and a squad of the Arcane Task Force at the docks. I gathered the names of the fallen so that their memory might be honored. I also pledge to seek justice for these fallen comrades by putting the head of our crimson clad foe on the end of a pike!

We had suffered other losses as well. Most notably, Billy Barrue had gone and gotten himself killed again. With the death of his son and the overwhelming success of his political rival's raid, Walton Barrue was conspicuously absent from the celebration.

Hannibal's Journal - Kythorn 1

At Ellanzo's request we have been investigating the contacts mentioned in Hit Skip's paperwork. With the evidence in the documents and information coerced from Hit Skip we have identified the names and locations of a large portion of the Drow slave network located in Waterdeep. We've also taken the opportunity to learn more of Skullport, since it seems we are destined to go there soon. Its a nasty, lawless place teeming with slave traders and pirates from the surface trafficing with illithids, drow, beholders and less savory creatures from the Underdark. We will have to tread lightly there!

In the meantime, both Giovanni and Leif have been becoming more and more haggard. It seems that Leif is unable to sleep for more than an hour before he wakes screaming from a recurring nightmare. He can never remember what the nightmare is about, but he and his roommate Giovanni are not getting much sleep. Giovanni refuses to sleep in another room because of concern for his friend.

We stopped by Rose's shop to see if she had a remedy to help her son sleep. Rose went to mix some medicine, fell into a trance, and started talking to one of her invisible "friends". When she came to, she claimed that investigating the circumstances of her husbands death would be the best remedy for Leif's nightmares. Perhaps Leif's father is haunting him from beyond the grave? Could explain the form of his spirit companion.

Us: Where should we begin this investigation?
Rose: The files in Ellanzo's office would be a good start.
Us: Why don't we just ask him for the files?
Rose: Oh, you absolutely cannot do that! Ellanzo would be furious if you asked him!

Bahamut's Breath, this woman is frustrating!! So this nightmare remedy involves breaking into the office and stealing the files of an elected officer of the law that I respect? Now I'm having nightmares.

I know Rose doesn't care for Ellanzo and she's definitely a couple of eggs short of a cache, but experience has told us not to underestimate her advice. We asked Giovanni about this afterwards and he said that his father never talks about what happened to Leif's dad... and if pressed he does get angry. He reluctantly agreed that, given the chance, maybe we should take a peek.

Tuesday, February 23, 2010

Operation Flush and Scrub

1489
Year of the Warrior Princess
Kythorn 3



We start out finding Leaf has a bad case of nightmares so much so that it is keeping his roommate Giovanni up at night, and Leaf is coming close to being too tired during the day to be effective.

Anyway, after several weeks of doing some research into Skullport and walking the street gathering intel, Ellanzo gathers the party along with 20 or so other deputies to make a big push against what is left of Hit Skip's gang and other affiliated gangs. The are introduced to Sgt. York, a grizzled half-elf and veteran of many years on the Waterdeep force. They also meet some of the green and silver sigil-ed mages known as the Arcane Task Force. The group is surprised to see Walton and Billy Barrue there as well. Walton as a political candidate to the office that Ellanzo now holds is entitled to come along on police functions such as this one, tonight he is also bringing his son but luckily they assigned to a different squad.

The first task is to infiltrate a pub and shut down the gang gathered there, avoiding injuring the public at all costs. This goes as planned, no one escapes especially with Jax and Giovanni at the back entrance.

The second quick hit involved playing the scrubbers, that is another team flushes out the enemy while our heroes wait to clean them up. The first operation goes very easily, no combat is involved. The next scrub is not so clean... Hanging out in back of a large older warehouse built next to the docks, the party waits. The flush team enters a several moments later blood curdling screams and explosions follow. Out of the back door comes six "wise guys" or low level goons, following what appears to be a squat human or dwarf. He or she is wearing crimson colored clothes with gold symbols etched in them. A pure white fur cape flowing from its shoulders to the knees is also seen. This person is also wearing a cowl of far east make with odd symbols. It looks at the group and hits its 5 foot long scepter on the docs, the group sees sonic waves ripple through the road and docks next the warehouse as the ground explodes and throws the group in to Waterdeep's bay! A bloody fight ensues as the party tries to get out of the water an into floating pieces of wood. There are two larger pieces both wise guys and party members try to get to them while attacking each other. Giovanni was thrown back to the dock area where he was in chin high water being attacked by crabs. The rest of the party realizes with shock that the magic some how disturbed an aquatic elemental! It attacks with whirlpools and its trident trying to drown the group. Somehow they prevail and make it back to head quarters. Everyone is congratulated and given some time to rest before handling the last task of the night.

While the party rests, Riddick sneaks into Ellanzo's office and retrieves some files that date to the deaths of the Jax's father and Leaf's father. What does he find?

We set off to flush out the last of the gang arriving at an inconspicuous looking house. They sneak in and find slave pens in the back some populated with unfortunate persons - at least up until now. The bill of lading indicates they are to be used in a religious ceremony at Cyric's church, an underground faith here in Waterdeep. They encounter a group of Drow, led by Etchzeeth. A discussion ensues and a fight almost starts when a lord of Waterdeep teleports in and destroys all the Drow save Etchzeeth. Later they meet Etchzeeth who is a double agent for the lords of Waterdeep. He invites them to a mission to Skullport to strike out against the slave lords there.

Exp awarded: 1020



Sunday, February 21, 2010

Hannibal's Journal - 25th of Mirtul

An epilogue to the events from the other night....

When we retired to the inn tonight after another day of slave ring investigation, who should we see making himself very conspicuous in the back? None other than Billy Barrue!! He was looking a little worse for wear, but eyed us defiantly all night.

Walton Barrue has brought his son back from the grave.... I've made a very powerful enemy indeed!

Hannibal's Journal - 23rd of Mirtul

What had been a frustrating week of missteps and false leads in investigating the Museum break-in has turned in our favor tonight....

At the suggestion of Ellanzo, we attempted to track down Nip Skit's brother Hip Skip. The goblin had simply disappeared and no one seemed to know where...or wouldn't reveal his location even if they did. Granted, our information gathering skills leave something to be desired and on several occasions I had to excuse myself from questioning for fear that I would start cracking the skulls of some of the dimwitted thugs we were interviewing. Unfortunately, intimidation only goes so far and I probably require a little more subtlety in my technique....

Oddly, things finally came together when we passed Rose's (Leif's mother) shop which had been recently vandalized. I finally met Jax's mother, Matron Lilith Frost when we found her arguing with Rose inside the shop. We managed to catch: "He's bad news for our boys." and "You know what happened." before the ladies fell abruptly silent when we entered.

Were they talking about Barrue? Hip Skip? .. or someone else?

The Matron Frost is a fine and well-respected lady in the city. By her assured stance and bearing she both expects and commands respect. Rose on the other hand seems somewhat brain addled... she gets continuously sidetracked and will start addressing invisible "spirits" when you are trying to talk to her. The hatchling hasn't strayed too far from the wyrm in this case. Both the Matron Frost and Rose seemed to be very concerned about their boys. Hopefully they will eventually cut the apron strings and let their boys become men.

We promised to find out who the vandals were and in return, Rose promised to ask one of her ghost friends about Hip Skip. I will truly be embarrassed if an unstable woman's imaginary friend can turn up more details on Hip Skip than our week long investigation.

Our search for the vandals was much easier than our search of Hip Skip... they left a convenient trail of broken shop windows and overturned vendor carts in their wake. We followed the trail down to an old warehouse in the merchant district and walked in thinking that we'd be rounding up a gang of young toughs. Much to our surprise in the middle of the warehouse next a pile of obviously stolen contraband, we found Billy Barrue and his gang!

Most likely due to our previous run-in, Billy ordered his gang to use lethal force against us as he charged us wielding a maul imbued with powerful magic. Using the magic, Billy grew to the size of an ogre and used the weapon to great effect. After our frustrating week of dead-ends, it appeared that our party welcomed the fight and after recovering from the surprise of Billy's new-found height, we laid Billy and his gang low... lethal force being dealt against lethal force. Unfortunately, Billy's side-kick Hank was able to escape down a secret trapdoor into the sewers. Before we could give chase, Ellanzo, a regiment of Waterdeep Wizard Corps and a large contingent of the local press showed up... accompanied by Walton Barrue, the recently deceased Billy Barrue's father.

Accusations started to fly, but luckily Ellanzo was able to piece together what happened and talk everyone down. Normally I would honor a father who had just lost his son, but the lies, hate and deceit that spewed forth from Walton Barrue were more than I could stomach. He was showing no remorse for his son and was instead attempting to use his death for political gain! I confronted Walton in front of Ellanzo, the press corp, and anyone else that would listen and told him in no uncertain terms what I thought of him. Ellanzo paled and Walton, obviously taken aback, simply retrieved his son's body and left. In retrospect, probably not the best move as I've certainly made a powerful enemy, but I couldn't stand there while this corrupt and deceitful individual tried to gain political favor at the expense of Ellanzo with lies, lies and more lies!!

Afterward, a visibly shaken Ellanzo impressed upon us to find Hit Skip soon so that we could get some positive press. We hurried back to Rose's shop while Ellanzo investigated the warehouse and escape hatch to the sewer. When we reached the shop the shame of losing my temper with Walton Barrue was amplified... Rose's "spirit" friends had given her what turned out to be accurate information on the whereabouts of Hit Skip.

Using this "otherworldly" information, we tracked Hit Skip down to his hideout in the Dock Ward that night. It was an unfamiliar section of town, especially at night, but we coaxed a young street urchin to guide us to the correct alley.

Turns out that this "young street urchin" was actually a cleverly disguised henchman of Hit Skip's that had led us into a trap! Garbage and debris had been piled up giving the thugs a decided advantage and avenue of escape, but with superior tactics and an amazing cut-off of the escape route by Brolgar, we were able to successfully subdue Hit Skip and his friends. The "street urchin" didn't make it unfortunately.

Among Hit Skip's possessions we found some paper work and bills of lading describing a slave trading ring based out of Skullport. Perhaps Nip Skit was better connected than we expected, explaining his unlikely museum heist. Ellanzo was pleased and charged us with researching Skullport and investigating some of the Waterdeep contacts mentioned in the paper work.

Saturday, February 6, 2010

Roommates, Mothers and Brothers

1489
Year of the Warrior Princess
Mirtul 23
The past couple of weeks the party has been searching for more information about the break in at the Museum of Antiquities. They have put out feelers and been doing streetwise checks to find Nip Skit's brother Hip Skip. One day while searching they find the shop of Leaf's mother, Rose, vandalized and they hear loud voices inside arguing. It turns out that Rose and Jax's mother, Matron Lillith, are arguing about something important. The only snippets the group manages to hear are: "He's bad news for our boys." and "You know what happened." The ladies stop their argument when the group enters, and Rose promises "other worldly" assistance with their case if they track down the vandals. They search and find the vandals are lead my non other than Billy Barrue, who was trying to silence critics of his father, Walton, who is running for the Merchant Quarters General-in-arms, a post that Ellanzo now holds. The confrontation leads to a fight where Billy and most of the vandals are slain. Walton, Ellanzo, the Waterdeep wizard corps, and a large contingent of press show up soon after and accusations start to fly. Luckily the group realizes how best to handle the situation which is to let Ellanzo do the talking. Hannibal does intimidate Walton into leaving before he can do further damage to Ellanzo's position. Ellanzo impress upon the group that they need to catch Hit Skip soon so they have some positive press. Rose comes through with some valuable information and they track Hit Skip down into a section of the Dock Ward, one of the worse parts of Waterdeep especially at night. After intimidating their way past a number of stalkers, thieves, and drunks, a fight ensues with their target and aiding Hit Skip is the street urchin the group hired to guide them through the Docks. Instead of a 10 year old orphan, they find he is a 30 year old Halfling rogue! The ally is strewn with rubble and garbage making passage difficult. The group gets the better of Hit Skip and arrests him. They find a small chest with some coins and paper work describing a slave trading ring base out of Skullport! Thing are getting interesting...
Exp awarded: 1550

Saturday, January 16, 2010

Hannibal's Journal - Mirtul 11th

Great honor has been bestowed upon me today!!!

As a result of our activities the other night, we found ancient coins that had been stolen from the Museum... and because Nipskitch was replicated by the rod, we found 3 times the amount of coins stolen.

When we returned the original coins to their rightful owner, the Museum curator said that he would take ownership of the extra coins in exchange for "minor" items from their storeroom.

It was here that I found a valuable artifact: an authentic Tymanchebar Arditi Blade used by the Shock Troopers of Djerad Thymar as he led our people to independence against the Dragon Empress of Skelkor.

I couldn't allow the curator to do such a bad trade. I tried repeatedly to make him see his error... but he was quite adamant in getting the extra coins, so I now own the blade.

Simply wielding this blade brings much honor to an individual... I must strive to be worth it.

Hannibal's Journal - Mirtul 10th

Today we received word that Ellanzo is giving us a monthly stipend and free lodgings in order for us to do more work for the City Watch.

Hannibal's Journal - Mirtul 9th 1489

It's been years, but I've taken up my journal again. Unexpected events tonight might allow me to move on and start to put my life back together....

It started like any normal night; a long day looking for work followed by an evening at the tavern with the locals and other unemployed sell-swords. Because of our mutual circumstances, I've been commiserating with an odd assortment of individuals at the tavern recently:
  • Diovanni, a local Waterdavian and newly minted acolyte of Bahamut. His father Ellanzo is head of the local constabulary, looks like he can wield the weapon at his side and holds much honor amongst the locals. Ellanzo expects much from Diovanni and rides the boy constantly. Diovanni has a good heart, but is very green.
  • A local dwarven warrior named Brolgar who seems to be a descendant of a respected family in Waterdeep. He has the look of a formidable fighter in him.
  • Leif, an elven shaman and childhood friend of Diovanni is the sadest story of all my companions. His father passed away awhile back and apparently the boy just couldn't accept it. His spirit companion now manifests itself as his father...and Leif actually has conversations with it and seems to take advice from it?
  • Jax Frost is newly graduated from the Wizards School here in Waterdeep. Ironic name, seeing as he burnt me badly with a Flaming Sphere in our first battle together.
  • Riddick is a very dangerous looking Drow who has taken up in the area. I must admit that preconceived notions of the Drow have made me wary around Riddick... though he does little to dispel my prejudices. I have yet to decide whether this is an individual of honor.
  • The most enigmatic figure of our group is Brother Krux, a traveling monk of the Githzerai race. He doesn't reveal much about himself or his travels, but you can tell that he is absorbing everything around him.

Our night started with a pointless "bar brawl" against a old school mate of Diovanni and Leif named Billy Barrue. He and his companion received a swift beat down, but this loud-mouthed, arrogant and (apparently) well-connected brat looks like he might need the lesson revisited to him in the near future.

Diovanni's father came to clean up the mess and was impressed with the way we had promptly stopped the fight. Almost on a whim (or as a last resort) he sent our group on a clandestine search for a stolen rod from the Museum of Antiquities. The suspected thief, a local thug called Nipskitch, seemed way out of his league. Ellanzo wanted to go outside normal channels on our investigation and it seemed to have something to do with a family member or friend being implicated... I'll make sure that's checked into later.

We cased Nipskitch's house, a "flop house" for scum using illegal substances. What should have been an uneventful capture became complicated when this small time cut purse unleashed the power of the stolen rod, disintegrating his house and leading us in a chase through the sewers.

...how did Nipskitch discover how to activate the rod when academics and arcanists at the museum could not? Another question to ponder.

Overall, our group fought admirably. There were rookie mistakes, but still much potential... perhaps I will stay around and make sure this group doesn't get themselves killed before they realize that potential.

They call me Billy Barrue


1489
Year of the Warrior Princess
Mirtul 9th

Well it is another boring night exchanging stories at the tavern until Billy Barrue walks in and starts a fight with the group using his "assistant" Hank as a distraction. As usual Billy gets away with just a slap on the wrist from Diovanni's father, Ellanzo. Ellanzo is a Paladin who holds the post of Mechant Quarter's General-in-Arms, an elected post that Billy's father Walton Barrue is rumored to be seeking in the next election.
Ellanzo grudgingly acknowledges that the group performed well together and caused no permanent casualties during the fight. He offers them some side work, which they agree is better than doing nothing else on a Friday night.
At Ellanzo's office they hear a noise when they are about to enter, Diovanni sees a quick glimpse of some type of imp which vanishes before he can really get a good look at it. It was trying to pull out certain papers from an old file cabinet.
Ellanzo tells the group an old magical rod was stolen from the Museum of Antiquities earlier in the night. Due to the sensitive nature of the item and how it was stolen, he wants to use the group to get it back outside of official channels. The culprit is one Nipskitch a local cut purse. Approaching Nipskitch's house, they find it is a drug den with several whacked out users in and around the house. They enter stealthily until Leif pushes open the back door which falls to the ground crashing. A mad dash through the house and up the steps! They find Nipskitch who activates the rod disintegrating most of the house and plunging everyone into the sewers!
Nipskitch summons the rod's powers killing most of rats and other creatures but some beetles grow to many times their size and attack the group! After this encounter they hear Nipskitch getting the worse of some combat but it takes them some time to fight through some newly created skeletons lead by their undead Ghoul captain.
At last they corner Nipskitch, and he invokes the rod to create 2 copies of himself! The fight wages on for a few more turns but the group slowly beats back all 3 versions of Nipskitch. In a desperate move he summons to courage for a final blast using the ancient rod. An electrical blue light erupts and consumes Nipskitch and nearly destroys everyone in the sewer.
Our heroes return to the surface a bit more bloody (and smelly). Brother Krux notes the upside of sewer warfare, "If you soil your pants no one can tell". As a reward Ellanzo puts the group on retainer with paid rooms. They also return the item along with 60 ancient silver marks from the Imaskari empire. A bonus was found when Nipskitch duplicated himself, his items and stolen loot also duplicated so the group now has an extra 120 rare coins. The museum curator makes a deal with the group for the extra coins, they can choose some older, lesser powerful items that the museum can afford to give up in exchange for the coins. Everyone is happy and they decide to carry on together for the time being.

EXP Awarded: 1225

Thursday, January 14, 2010

Welcome to the new group!

Here are some starters:

As for back Story we are in Waterdeep, and our parents were all low level police at some time in the past. Some went on to run bigger and better police stations or even a commissioners postion, some when into politics, and some might have died in the line of duty do to nefarious forces. Not even all of our parents might be friendly, but we all are.

Starting money is 360 GP, plus one item either 1st or 2nd level.