1489
Year of the Warrior Princess
Hammer 5
The last test awaits the party, and as they move up the corridor, they see two doors that lead to the next room. The doors are side by side, one bathed in red light the other in blue. There are 10 people, 4 Drow and 6 members of the party. The doors would not allow an uneven amount of people to move through them so the party had the split up evenly: 5 went through the red door and 5 went through the blue. Inside the one large room they saw it was evenly split with a wall of force down the middle. One side was bathed in blue, the other red. What they found odd was that even though Brother Krux was on the red side of the room he was bathed in blue light, the opposite was true for Lucius he was on the blue side and was bathed in red. At the start of the combat two portals appeared in random spots along the force field, these were the only way to move from one side of the room to the other. In the middle of the room on top of a pillar was a large aspect of the Cleric of Helm. On the red side was a large aspect of the Warlord of Helm. The blue side was home to a large aspect of the Paladin of Helm! They engaged the party and combat was on! The party soon learned that the glowing people would take an ever increasing amount of damage if they did not switch rooms by the end of the round. The glow seemed to jump to different people at randomly. The portals also seemed to move randomly at times as well. Sensing that this might be their last opportunity to escape and take their booty, the Drow led by Rod Chewer bided their time until they were mostly together and one of the aspects as defeated. Eventually the Paladin of Helm fell in combat and the Drow sprang their trap! Landon was ordered to move over to the red side unbalancing it so that the Cleric of Helm entered combat and gave the party more to deal with. Not giving up, the Drow were chased from the room by a mad-as-hell Leif and an equally mad Solomon Kong! The Drow through up many dark clouds and escaped through the door that lead to the labyrinth locking it behind them. The party quickly dealt with Landon. Lucius sensing the good in him made diplomatic overtures to see if he would join them. Hannibal was doubtful, but Landon agreed and Lucius vouched for him. After a fast rest, the party, now armed with the map of the labyrinth chase after the Drow. Helm dictated that both map and key guaranteed passage without harm though the maze, but it was possible to leave it with just one or the other. It seems the labyrinth is filled with traps both foul and deadly. There are many wrong turns and pitfalls. Using the map they avoid these, but without a key they have many problems at the locked doors. It seems the Drow as well have problems without the map, they can bypass the doors, but have less luck against the traps. At the bottom of a pit they find Reethtar, and embedded on a wall of spikes they find Lionsroar. At the final door they see tracks that must be Rod Chewer, she must have escaped! Going out of the passage, they travel for 30 minutes or so getting to the regular Underdark. Up ahead they see a familiar outline, it is the Justicar! He was caught and restrained Rod Chewer to boot! The party allows Landon a choice to kill Rod Chewer which he does without hesitation. Lucius and Jax restrain him from desecrating the corpse as he really hated his former master. They take back the relics of Helm valued at near 240,000 gold. They hope to trade the relics to the church of Helm for magical healing of some sort.
The Justicar reports that the armies of the Sword Coast have entered the Underdark near Waterdeep. Their plan is to march down to Skullport and liberate it from Drow control and then move down to put pressure onEmerate Qushae's forces. While this is happening, the armies of the Dales and Cormyr are invading the Underdark to the East while Elladon (head of the Eladrin kind in Faerun) invade from Myth Drannor. The hope is to stop the Drow from completing the ritual, however they can't stop the Drow army from reaching the ancient site of power that they need to use before the armies can get there. That is up to the party. You discuss options with the Justicar before taking a well deserved rest.
Exp. Gained: 3850
Year of the Warrior Princess
Hammer 5
The last test awaits the party, and as they move up the corridor, they see two doors that lead to the next room. The doors are side by side, one bathed in red light the other in blue. There are 10 people, 4 Drow and 6 members of the party. The doors would not allow an uneven amount of people to move through them so the party had the split up evenly: 5 went through the red door and 5 went through the blue. Inside the one large room they saw it was evenly split with a wall of force down the middle. One side was bathed in blue, the other red. What they found odd was that even though Brother Krux was on the red side of the room he was bathed in blue light, the opposite was true for Lucius he was on the blue side and was bathed in red. At the start of the combat two portals appeared in random spots along the force field, these were the only way to move from one side of the room to the other. In the middle of the room on top of a pillar was a large aspect of the Cleric of Helm. On the red side was a large aspect of the Warlord of Helm. The blue side was home to a large aspect of the Paladin of Helm! They engaged the party and combat was on! The party soon learned that the glowing people would take an ever increasing amount of damage if they did not switch rooms by the end of the round. The glow seemed to jump to different people at randomly. The portals also seemed to move randomly at times as well. Sensing that this might be their last opportunity to escape and take their booty, the Drow led by Rod Chewer bided their time until they were mostly together and one of the aspects as defeated. Eventually the Paladin of Helm fell in combat and the Drow sprang their trap! Landon was ordered to move over to the red side unbalancing it so that the Cleric of Helm entered combat and gave the party more to deal with. Not giving up, the Drow were chased from the room by a mad-as-hell Leif and an equally mad Solomon Kong! The Drow through up many dark clouds and escaped through the door that lead to the labyrinth locking it behind them. The party quickly dealt with Landon. Lucius sensing the good in him made diplomatic overtures to see if he would join them. Hannibal was doubtful, but Landon agreed and Lucius vouched for him. After a fast rest, the party, now armed with the map of the labyrinth chase after the Drow. Helm dictated that both map and key guaranteed passage without harm though the maze, but it was possible to leave it with just one or the other. It seems the labyrinth is filled with traps both foul and deadly. There are many wrong turns and pitfalls. Using the map they avoid these, but without a key they have many problems at the locked doors. It seems the Drow as well have problems without the map, they can bypass the doors, but have less luck against the traps. At the bottom of a pit they find Reethtar, and embedded on a wall of spikes they find Lionsroar. At the final door they see tracks that must be Rod Chewer, she must have escaped! Going out of the passage, they travel for 30 minutes or so getting to the regular Underdark. Up ahead they see a familiar outline, it is the Justicar! He was caught and restrained Rod Chewer to boot! The party allows Landon a choice to kill Rod Chewer which he does without hesitation. Lucius and Jax restrain him from desecrating the corpse as he really hated his former master. They take back the relics of Helm valued at near 240,000 gold. They hope to trade the relics to the church of Helm for magical healing of some sort.
The Justicar reports that the armies of the Sword Coast have entered the Underdark near Waterdeep. Their plan is to march down to Skullport and liberate it from Drow control and then move down to put pressure onEmerate Qushae's forces. While this is happening, the armies of the Dales and Cormyr are invading the Underdark to the East while Elladon (head of the Eladrin kind in Faerun) invade from Myth Drannor. The hope is to stop the Drow from completing the ritual, however they can't stop the Drow army from reaching the ancient site of power that they need to use before the armies can get there. That is up to the party. You discuss options with the Justicar before taking a well deserved rest.
Exp. Gained: 3850
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