Tuesday, April 29, 2014

1490

Year of the Star Walker's Return
Ches 24
 
Ellanzo Loyalar, The Open Lord of Waterdeep, Ches 24 - personal memoir:
 
     Today I sent Hannibal and his league of companions off on an important quest.  The Lords of the Sword Coast have gathered our resources to pool knowledge to combat the Word Scar and these damn rifts that have been plaguing the lands for the last few months.  The wise are gathering at Myth Drannor to seek what insight they may from the gods.  What can I do?  Keep peace as long as I may I suppose.  The proletariat has put their trust in us, we must at least keep the illusion of law and order even if the world is plunging into darkness.
      My old friend and retired Harper, Benton Grone came to me with a problem.  His nephew seemed to have discovered the lost city of Rachikan, and brought back some old coins as proof.  Now it looks like his nephew has been abducted and he has asked me for help.  Is it just a coincidence that the World Scar and Rachikan are so close together?  Could some long lost knowledge be brought back to aid our fight against the demons and devils that spew from this god forsaken tear in the fabric of existence?
     My son, Jax and Leif I have made commanders in Waterdeep.  As sons of the city there is no question where their loyalties lie and I am sure they will give me their all in defense of the city and our surroundings.  It looks as if Hannibal has gathered some new friends to replace his old ones.  The drow woman he brought back looks amazingly like Riddick, but what do I know, those damn drow look all alike to me.  That Landon kid they convinced to join with them down in the under-dark seems to be a friendly sort.  He looks to have found his true faith since he has come to the surface.  I can appreciate a holy warrior more than most, but I feel sorry for him, he looks as if a stiff breeze may blow him over.  The summoner traveling with them calls himself Rusty, I am not sure what to make of this creature.
     I have arranged for our mages to teleport the party as far as Cormyr, from there I have made arrangements for a sloop to carry them as far as they can go.  I will say a prayer to Lathander for them.


Tuesday, April 22, 2014

The Days Grow Dark

1490

Year of the Star Walker's Return
Ches 22

     Much has changed since my son's brave band returned from Moil.  Lolth's epic ritual brought unexpected consequences upon the land.  A large scar as appeared north of the Sea of Stars.  Scholars and the wise have called this the "World Scar".  It now appears that this large crevasse is indeed growing.  Out of it a constant stream of Demons and Devils come raiding and killing all in their path.  A call to arms has come from the area and all good people are needed to aid in the defense of the lands.  On top of this, rumors flow of rifts opening up at a moments notice to other dimensions and other worldly creatures pouring out while the rift remains open.  So far these rifts have been few and far between and we hope they can be eliminated all together.  The wise have called a council in Myth Drannor.  The greatest of Faerun's mighty were summoned: Elminster of Shadow Dale, Khelban Blackstaff of Waterdeep, and Elladon of Myth Drannor to name a few.
    Magic, that ever fickle mistress has been harder to harness, clerics sense a further distance from their gods.  The rift seems to be the center of a singularity that is disrupting magical travel and communications near it.  The Harpers have taken a lead on investigating this mystery.  If nothing else the current events have bought people closer together.  Most nation's petty squabbles are now put aside until this threat can be extinguished.

- Ellanzo, Lord Protector of Waterdeep and the open Lord of Waterdeep.

Saturday, April 12, 2014

A dream comes to you...

??95

Year of the Wanderer's Arrival
Alturiak 1
 
Scene - Children running out of an old wooden classroom, one drow child remains behind.  The teacher, a young female drow approaches her.
Miss Laeru, please tell me again about the time that was before!  Child, sweet Condix, you have an obsession with ancient history!  Condix: But I love hearing about all the old heroes like Zecks and Riddick!  Laeru: Child!  Where did you hear of Riddick?  That tale we usually don't teach the children until they are much older, since it can scare the young.  Condix: But please tell me something about them please!  Laeru: If that will get you outside for recess then yes I will teach you the rhyme of Riddick's sons:

Riddick was a dark elf of a failed house.
Lolth that was hunted his family until Riddick was alone.
She beg and beg to have him for her,
he spurned her seven times and was punished. 
As part of his pain she made seven gains, 
each to a priestess and one to Lolth.
They became the seven and were added to Lolth that was' star.

Auvry - The wise ruler of new Waterdeep
Irrinid - The sorcerer, he who walks unseen
G'eldnetdar - The Fell Joker
Belaxle - The Knower of Secrets
Rhylvend - Paladin of the Anti-gods
Vornyrd  - Hunter of Elladon, ruiner of Myth Drannor, slayer of Silvera, Unholy Terrror
Micartran - The unfaithful, he who is unwelcome


Friday, April 11, 2014

Hannibal's Journal - Ches 20 1490

My purpose is clear and organizing my thoughts in my journal has reinforced that. I have notified Piergeiron the Paladinson of my intention to pursue a resolution to the Lolth situation and have resigned my commissions to Waterdeep.

Riddick, Landon, Azten and I will now gather information from allies and find new companions to take the fight to Lolth!

Hannibal's Journal - Ches 14 1490

Much has changed in Faerun since we escaped the foul domain of Ascerak.  While the immediate threat to Waterdeep has been turned back, the diabolical goals of Lolth's ritual have become manifest.  The world itself is seemingly being torn apart and with it our group and my loyalties.

Across all of Faerun, portals to the Abyss and fouler dimensions have opened, spilling demons in vast numbers across the countryside.  The nations of Faerun have (for the most part) put aside their petty squabbles and united to stem the tide...barely.  The losses have been appalling, cities razed to the ground; entire tracts of land simply vanishing into swirling vortexes of Chaos.  The just and honorable death of the Chronepsis has been replaced with the foul wrongness of Faluzure.

No nation has been spared and I must decide where I should lend my sword and banner.  What of the loyalties to my comrades and friends, my duties to Waterdeep...where will my efforts affect the greatest benefit in a world turned upside down?

It is this uncertainty that has me organizing my thoughts in my new journal.

Where we stand now:

My comrades - From the start, we were an unlikely band of misfits.
Jax, a wizard doomed to die at 30.
Leif, a shaman so distraught by his father's death that he was able to manifest him from beyond the grave.
Krux, an outcast from a monastery on another plane of existence.
Diovanni, the son of a noble paladin who was never quite good enough for his father.
Brolgar, a dwarven mercenary cast out of his homeland.
Riddick, a drow, last of his family line, hunted like a dog by his dark race.
And I, a disgraced soldier, who gave up his honored place at the Arkosian Academy for a love that was never returned.

Along the way, we befriended other outcasts:
Solomon Kong, a "warforged" warrior from a different world who stood as a statue for centuries before we released him.
Azten Anlagg, a doomed prisoner of the Drow who had the courage to take up the fight against his captors after we freed him.
"Landon", a badly mistreated Drow who gained his freedom by overcoming his mistresses and was essential for our escape from the Underdark.

This unlikely group of heroes has overcome enormous odds to repeatedly turn back threats to Waterdeep and play a pivotal role in defeating the last Drow invasion of the surface world.  We are now close friends, bound by staring down the Unblinking Eye and coming out alive.  We have become an effective fighting unit and I would lay down my life for any one of them.

Unfortunately, we are at a crossroads.

Brolgar died valiantly in the war with the Drow.
Jax, Leif, and Diovanni have gone home to Waterdeep to defend it against the Abyssal onslaught.
Brother Krux has been elevated to the head of his monastery and left for the Astral Plane to deal with political intrigue that threatens the existence of his Order.
Solomon Kong never recovered from the foul magic of Ascerak's lair. The most powerful mages and clerics of Waterdeep were employed. We even gained the aid of Artificers from his home world of Eberron.  Unfortunately, his diminutive, donkey-headed form couldn't recover. We interned him in Waterdeep with a monument that emphasized the noble warrior he was.

That has left Riddick, Landon, Azten, and I to determine how we deal with Lolth's Curse.  While all of us have reason to hate the Drow; Riddick, Landon and Azten have very personal reasons. 

I find a return to Waterdeep to be very enticing.  The Lords of the Shining City have honored me with titles and responsibility.  They helped me move beyond the disgrace of the Arkosian Academy and to realize my potential.  But that seems like a defensive move.

Of all the cities in Faerun, they have the most resources to mount a defense against this Abyssal threat.  I feel my duty is to protect all the people of Faerun.  The best defense is a good offense and we must find where to strike to end Lolth's Affliction.

My decision weighs upon me. I've found myself withdrawing from my comrades while I mull over my possible paths and responsibilities.  I've taken to using the surprisingly wise Josesphus as a sounding board. I hope that my friends don't find me crazy confiding in a doorknob!

Wednesday, May 16, 2012

Time keeps going on even in the Shadow Tomb of Acererak

 1490
                                                     Year of the Star Walker's Return
Alturiak 1
 
      Inside the the Shadow Tomb our party of adventurer's take a long rest after their encounter with the room of many doors.  As they rest, back home the world of Faerun ushers in a new year, 1490, the Year of the Star Walker's Return.  Also at this time, at a monastery called Shan Phen, a little known monk named Brother Krux'Fiur was voted in as leader of the monastery.  This election was held in difficult contest between Brother Ayshad and Brother Erianae.  After many rounds of inconclusive voting, Brother Erianae along with several other well thought of monks threw their support to Krux in a surprise move to break the stalemate and foil Brother Ayshad's attempt to run the monastery.  Brother Ayshad's motives were long held in suspect by their old leader Bishop Sasoroth.  Sasoroth was a lovable old Genasi that took a particular liking to Krux and was loved by all except a few people like Ayshad and his followers.  Brother Erianae assumes the leadership until Krux can be brought back from his last known location, a back water place called Faerun on the prime material plane.  Erianae never made it to the next morning, he died that night after suffering a major heart attack.  Several monks used a speak with dead ritual, but could find no malcontent in his death.  Under the laws of the monastery, Brother Ayshad now ascends to the leadership position until Krux's return.  He has sent a party of monks to make sure Krux never returns.  His plans have almost come to complete fruition!  Some of the monks now suspect Ayshad in both the deaths of Erianae and Sasoroth but have little to gain and much to lose now if they were to speak up.  Sasoroth rules them with an iron fist.
     As Krux's ends his dream state and gathers up the more sleepy members of the party, their foreboding only increases as they go deeper into the tomb.  They run into a fight early in their explorations, a room covered in tapestries that seem to have a life of their own!  They avoid them as they fight a group of shadow undead.  To the great benefit of the party, Azten is able to heap extra amounts of radiant damage on these fell creatures doing much more damage than a regular attack would.  This makes Azten a big target especially now that Riddick is bent and weaken with age.  No where to be seen is Solomon, he was left behind being the ass that he is.  The group defeats the enemy and then continues to explore.  Coming out into a hallway there is nothing to be found except an animated door knob.  Apparently this knob was once a prince named Joephesus of a huge city called Greyhawk on a far away plane.  Jax's arcane knowledge is awoken at the memory of Greyhawk.  Although he has never been there, every mage worth his salt knows about the beginnings of magic back when it was ordered into sciences by the great pioneers in the field like Mordenkainen, Bigby, and Evard.  Joephesus promises them riches if they free him from the door he was cursed to open long ago by Acererak and return him home; Hannibal pries him off of the door and carries him with his bags.
    Passing through several trapped areas the party overcomes many challenges that Acererak has put in their way.  A room with no visible exit surrounded by necrotic water, a trapped hall that takes every one's best effort to piece together how to pass (Krux's nature checks were the difference there), and even an old prison room, where at the bottom was a treasure hoard from past adventurers that failed to conquer the tomb.
    The group seems to be getting closer to final areas of this horrible tomb, and they hope this happens soon.  Their supplies and will power are weakening just being in this awful place.  For now they continue on eager to meet Acererak and end him for good.

Exp. gained: 5890

Wednesday, May 2, 2012

Moil, the city that waits.

 1489
Year of the Warrior Princess 
Hammer 29 

   As our adventurer's run the gamut in the towers that over look ruined Moil, and they try and hurry to the portal that leads out of the city and to their next destination; following the adventuring party of the Raven Queen's followers.   They catch glimpses of the guardian of Moil, the Tortured Vestige from time to time as it hunts for all living beings that enter the city.
   They run into a dead end, but must fight the current occupant a huge undead called a Molian Barrow!  They decided to try and run past it thinking that it won't leave its tower to chase them.  Unluckily, Hannibal and Azten are not as lithe as Riddick and Brother Krux.  They end of defeating the Borrow and continue on.  On one of the dangerous bridges, they are beset upon by a large group of zombie rangers and their undead necrotic controllers.  A fierce battle ensues with Solomon Kong tumbling over the bridge and into the damaging mists below, dragging a zombie wizard with him.  Luckily the rangers have little resistance to the parties attacks and they are taken out very quickly.
   At last our party arrives at what must be the portal out of Moil.  Jax detects that the portal is shielded from use and that this shield is less that a week old.  He believes that he can break this shield with his arcane energy but it will take time.  Aiding him is Riddick using his knowledge of locks and traps to try and break it down using physical force.  While this is going on, a large creature enters the ruined tower trapping the party in the room.  It is none other that the Tortured Vestige!  Knowing that the creature is far more powerful than the party, Hannibal attacks it trying to buy time for Jax and Riddick.  Aiding him greatly are Azten and Solomon Kong.  The creature is hittable, and is taking some damage, but it is dealing out far more to the party.  At long last Jax breaks the seal on the portal and the party jumps through!  With baited breath they wait, hoping the creature does not follow them through the portal.  They wait and look about the room.  It is covered in arcane designs similar to the Garden of Graves in the Fae-wild.  Jax also tells them they are no longer on the plane of the Shadowfell, but most likely in a pocket dimension just off of the Shadowfell.  The room is circular shaped and has 10 odd doors going all around it.  In the middle is a large sculpture of a head looking upward, with its mouth open.  After an arcane and history check the group knows this is the symbol for Acererak, the legendary Demi-Litch, that has taken an interest to some of the members of the party for past deeds done against it by their ancestors.  Also hanging about the room are several corpses some of them wearing the symbols of the Raven Queen.   After testing some of the doors they find some teleport the person above the mouth of the statue and do damage, and some alter the person in a negative way.  Azten was struck unconscious and now suffers spats of sleep that occur at random times.  Solomon was cursed several times, his head turning into a donkeys, and his size shrinking to a half-ling's height.  Riddick was also unlucky, stepping through one of the doors aged him 150 years, to middle-age.  He now appears weakened and a bit slow, but that might wear off over time.  At long last they figure out the riddle of the room, but smashing the eyes of the statue which removes the magical trap and allows them to descend down into Acererak's dungeon!

Exp gained: 4267