Sunday, October 2, 2011

Going top side

1489
Year of the Warrior Princess
Uktar 11

You and the Drow have begun a hectic race to the surface. Carrying the Justicar slows you down, but with his help you manage to take several lesser traveled paths to go ever closer to the world you know and love. The party stumbles across a couple of moderately wounded Harpers, Lt. Starshot and Sgt. Means. They assess you of the current situation: Smaller crack squads of Drow have been sighted and either they wipe out the Harper forces or if faced with superior numbers, they vanish before much damage can be dealt to them. Now rising to the surface is a very large invading army of Drow as well. They seem to be headed to what the Harpers call the "Last Stand", an old magical outpost of Myth Drannor that the Harpers along with Cormyr staff as an underground outpost. They deem that the Drow cannot take this, since there are magical portals that they could use to move across Faerun. The outpost itself is several miles underground and is near enough that the party could get there in a day or two. The Harpers assist you with your wounded but they can only do so much for the Justicar. After several hours of travel they give you final directions to the Last Stand, and wish you well.
The party does make it to the ancient outpost almost at the same time the Drow invading army does. They take a back way scouted out by Riddick (into a kitchen area), and come across some Purple Dragon Knights! These knights are at first hostile (seeing Riddick sneaking around), but cooler heads prevail after Hannibal presents himself and the group. Hannibal strikes a worthy leader to the Knights, especially showing off in the Coat of Arn that he gained several months ago.
The groups fights hither and dither on their way to the last functioning portal. This portal leads to a topside area in Cormyr, and they are told the King of Cormyr, Foril, has taken the field with his primary army in case the Drow breach the surface. Our party has to hold the portal until the final combat so that everyone else can escape the Drow! A great fight ensues at the portal (some magical repair is needed to the device during the fight that Jax completes) and the captain of the Purple Knights orders the group through while he detonates the portal from the other side killing himself and many Drow.
The party, blinded by the noon day sun are congratulated and questioned by the King and his staff. After several hours they are offered a good deal of hospitality and are deemed heroes by the ruler of Cormyr.

POST Adventure: Many days pass as the party recovers from their adventure in the Underdark. For everyone but Riddick, it takes days to recover your normal sight, and some times your eyes hurt when you are outside in the daylight for too long. However being deemed heroes is a good thing. There is plenty of time for Jax to craft magical items, and for long lost correspondence to your loved ones back in Waterdeep. Leif finds that his night terrors have returned now that he is back on the surface; Brolgar and Diovanni find messages sent to them from their highly placed family members in Waterdeep, calling them home sooner than the rest of you would like to leave. They decide to head home early, taking on work with a merchant caravan headed for the Sword Coast. Before they leave however, the party is gifted with several magic items, one of which is a three part item called the beacon of the guardian. All three parts act in a similar manner, if one is broken, the other two will home in on it giving the owners a very good idea of distance and direction that the broken unit lies. To break a piece is a minor action if the item is located where you can get to it easily, say around the neck or tied to you belt. A six word phase can be recorded when the item is broken. A broken piece can be repaired and used again at cost of 1,000 gold. Brolgar and Diovanni are given one of the pieces your group retains control of the other two to be given to whomever you wish.

EXP: 1356 + 250 for story completion

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