Monday, 16 November 2009

Session 25: Dreams and Nightmares

We played again last night and started the last stage of the groups quest to reforge the key to the prison of Sopias. The final piece of the puzzle lies somewhere lost in the land of dreams and nightmare. To enter the realm the group returns to Chiniko's homeland in the ice fields of the far south.

Scene 1: Home is where the Heart is

While Chiniko renews his bonds with his wife and children, fearing he will not see them again, the rest of the group explore the rather primitive city of the worshippers of Sopias. The people are a fanatical group worshipping Sopias and infected, to a degree, by his madness. Azhanti finds himself repulsed by the rotting Temple of Sopias while Morn wows the locals by wrestling a bear!

Meanwhile Chiniko appraises the council of elder warlocks of his journey to date and the task before him. They give him their blessing but warn him, dreams is disturbed and all attempts to learn why have so far met with failure.

Fortified by strong alcohol to resist the predations of dream eating fey the group head to the Barrier, a simple stone wall crumbling in parts. It was here, eons ago, that Sopias led the hosts of dream against arrogant Magi intent on overthrowing the Primordials and in doing so he left behind a tear in reality which has been used by his faithful ever since.

Scene 2: A Warm Welcome

Plunging through the group feel a twisting distortion around them. Instead of arriving in the Courtyard of the Summer palace, home of the Queen of Dreams and wife of Sopias they instead find themselves on a blasted moor of scrubby gorse. The Borderlands, the region between the realm of dream and nightmare and cresting a hill a fey Knight and her pack of hunting werewolves.

Seeing the intruders she gives forth a blast on her hunting horn and they surge to attack. The first wave is brutal and several of the group find themselves stunned by the impact and sorely pressed. Only some frantic aid from Azhanti keeps him and Morn on their feet. The Knight demands to know where they have hidden the Heart and before Chiniko can try to explain he finds himself stunned. Artemis does what bow rangers do best and dances away from his enemies while Morn tries to hold most of them near the centre. This proves tactically unwise as he quickly finds himself blinded and poisoned by the knight who seems to be able to manipulate the stuff of dream itself.

As Chiniko recovers from the werewolf assault he manages to prevail on the Knight to stay her attacks. The group discover that she is in fact Menandore, daughter of the Queen of Summer and she is patrolling the Borderlands looking for thieves. Chiniko convinces her to permit them to travel dream and seek an audience with her mother. Menandore gives him her favour and warns them to beware the mists of dream as mortals can easily become lost within them.

Scene 3: That which is, that which was and that which might yet come to pass

Heading deeper into dream Chiniko sets his mind to locating the golden gates of the Summer Palace. Dream however has different ideas and soon the group becomes lost, separated in time and space. Dream shows them visions of the past and future, of possible lives which, if only they make the choice they might yet live.

Morn finds himself in the body of a young man in a city of the future. He is at school and his elder tutor tells him of the history of humanity, of how they have fled from world to world ever pursued by the forces of chaos, always seeking out a new home. "But how do the people survive" the boy asks? "Each time we must flee a warrior comes, one who will stand against the darkness. A hero who bears the secret markings of the eternal defender." Wrapped up in the old man’s words the boy does not notice the small tear forming in the sky or the brief shimmer of the markings on his arms.

The scene fades and Morn finds himself entering a plain stone cottage. Fresh baked bread cools on a simple table and a pretty woman stands at a sink washing dishes. "Husband, you have come home"she cries throwing herself into his arms. "The children will be pleased" Outside he can hear the sound of children laughing and playing. "Lay down your Hammer husband, your battles have been fought and there are no more monsters to slay." With a start Morn realises that this is the life he could have had if he had not been kidnapped by the Tieflings and sold into slavery in the City of Kings. All he has to do is to lay down his Hammer and it is a life he can have now, free from the memories of pain and fear and violence...

Artemis finds himself tracking across the great wastes of the desert south of the City of Kings. He endures hardships and the terrors of the desert and all the dangers it can throw at him. He tames a great riding lizard and rides it to its death and crosses the mountains on the back of a giant eagle.

In the distance a storm rises and he dives down into the very heart of the cyclone. As he crashes down he finds himself in a huge cave, gently glowing fungi light the darkness and a group of Kireshi live in simple huts and fish the great underground lake. He learns that they are the last few members of their race in the world. Those who chose to remain behind when the Primordials and Gods were banished by the actions of the Hero Artemis. With the Primordials gone magic left the land and they took mortal form but as mortals they were capable of knowing both joy and pain...

Azhanti finds himself in the Temple of his youth prostrate on the cold stone floor as a brand new initiate. It is his time of testing, when the newly consecrated and left to fast in the temple and listen to the words of Vulcan. As he leaves his ancient mentor Nihlil asks him what he heard. "Nothing" he replies, "Yes, and that is our greatest secret".

As he emerges from the Temple in the courtyard he finds himself confronted by five of his oldest friends and enemies. They surround him asking him questions. He remains silent. In a confusing conversation he learns that they are the spirits of the five original dragons, creatures of chaos, unbound by time but trapped in physical form when the Primordials forged the world. They desire a release back to the stars and seek his aid to do so. He demands their obedience and servitude in this cycle in return. Angered they leave him but ponder on his demands...

Chiniko finds his soul drawn to the Court of Summer. Normally a place of light, laughter and indulgence instead it is filled with a sense of ennui, autumn has come to the summer palace and the leaves are falling. A poison has entered the palace but its source remains hidden. As he descends into the palace he finds himself entering the ancient temple of Sopias.

Shadows and cobwebs fill its corners and the halls are filled with the whispers of long dead ghosts and spirits. At the altar a figure joins him. It is Hu'Maa, Vampire Lord and last remaining Cleric and true High Priest of Sopias. He welcomes Chiniko and brings with him a warning. Sopias has been long confined and his link to Chaos has formed a third aspect. No longer just the Lord of Dreams and Nightmares now he encompasses Madness as well. As they talk a demon of shadow and flame emerges from the darkness. It has fed on the power of their God and now seeks to replace him. As his dream fades he is left with its lust to consume his soul.

Scene 4: The Palace of Summer

As the group emerge from the mists of dream they find themselves at the gates of the Palace of Summer. Normally they would be staunchly guarded but now they stand open. The beautiful orchards which once surrounded the palace have decayed and the people themselves seem filled with sadness and loss. The favour of Menandore grants them entry and they are greeted by Sirius, Seneschal to the Queen and Court Archmage. He regrets that the Queen is accepting no visitors but offers them the hospitality of the Court until Menandore returns and can perhaps prevail upon her mother to meet them.

They agree and are escorted to beautiful quarters molded to meet their particular needs. Chiniko warns the group of the risks of wandering around but the warnings seem to go unheeded.

Azhanti heads to the library seeking more knowledge about the elemental powers he wields and is lost in the books for the rest of the day (he picks up the Control Weather ritual). Artemis and Morn do likewise looking for knowledge of the Magi who challenged the Primoridals (and hoping perhaps to use it agains them). Unfortunately between them they have the combined brain power of a stump and they are quickly distracted. Morn finds himself invited to dine with the General Orwaine, a most untypical fey. His dining hall is a riot of noise and smells and ravenous uncouth feasting with both humanoids and unicorn on the menu. Something is very wrong here.

Meanwhile Artemis spots Lord Sirius making his way into an abandoned part of the Palace. Stalking him he avoids detection and overhears a conversation placing the Lord in a compromising position. Apparently it is he who has stolen the Heart from the Summer Court and sent it to his unidentified “master.” He has also distracted the patrols of the Summer Court seeking the thieves in the Borderlands.

As Artemis makes his way back through the winding corridors of the palace Chiniko finds himself meeting with Lord Sirius. He is most interested in the Warlock, describing him as possessing great potential. He stresses the importance of freeing Sopias as without the Primordials free and in the world all is likely to fall into chaos.

On returning to their Chambers the group gather to discuss their findings. Doubt is immediately cast upon Sirius and everything he has said and there are concerns about the General too. As the group discuss what to do they are interrupted by the sound of hooves outside, Menandore has returned.

Greeting her the group tell her of their findings. She remains unconvinced until Artemis offers to let her search his memories. She drains him like a cup of wine and he sags to the floor. Menandore demands an audience with her mother, Sirius tries to prevent it but he cannot oppose her. The gates of Summer are opened and the entire Court pours inside.

The Queen of Summer sits drooped over her Throne, her glory faded and Sirius stands at her side whispering in her ear. Menandore presents her accusations but the Queen will not believe them. Sirius has been her trusted advisor for a thousand years and no mortal claim can disturb that bond. She orders Menandore confined and turns to deal with the mortals who have so disturbed her Court.

At this time Chiniko steps forward to establish himself as a power within the Court. He is a Fey Pact Warlock, a Divine Oracle of Sopias and he wields the Book of Dreams and Nightmares which contains all hopes and fears. With the Book he says he can banish all nightmares from the Court. Sirius interposes to protect his Queen from the false prophet and the contest is on. Guards come pushing in from outside but Artemis holds them off. Sirius sends his sorcery rolling against Chiniko but Morn is there to shield him. The two lock wills but Chiniko is victorious, with a scream of rage Sirius is flung away and crashes limply against the wall. In the distance a bell peals and the Queen of Summer comes alive. Purged of the poisons which Sirius has whispered in her ears over many years she rises from her Throne like the dawning of a new day and at her awakening the Court bursts into full bloom. She turns her radiant face on the young warlock and peace descends on her realm.

That peace is broken by harsh guttural laughter. Sirius rises from the floor and reveals his true form, a slick, grey skinned creature with bulging luminous eyes. A doppelganger, but one with two faces, front and back.

“You are too late, already the Heart has reached my master. He has broken his ancient bindings laid by the false god Sopias. Now at last the Fomori are unbound and chaos is free once more in your realm.”

As he speaks a scream rips through Dream like the deathknell of all hope and desire. In the distance a great bruise appears in the sky, a rift into Chaos. Rising into the air the Queen faces the rift. She turns to her daughter and to the mortals who have aided her “I must hold back the rift, raise the armies of Dream and Nightmare and stop this madness. Take the Heart from the Fomori and leave dream as quickly as you can or its power might overwhelm us all…”

With that a column of sunlight descends on her too bright to look at and she ascends to hover over the Palace.

*cut scene*

Far away in a forgotten corner of Dream sits a ring of standing stones, the last marker of the Kingdom of the Fomori, cast into underground exile eons ago by Sopias. Now they have breached those bindings. With a groan the ground heaves and buckles, ancient stones topple and an enormous pale white hand reaches out of the earth. Long filthy fingers dig deep into the earth blackening it at their touch and the arm flexes. Sinews bunch as the creature pulls itself out of the ground. Slowly at first, but faster as more earth is dislodged Behemoth rises out of the depths. Once it was a Titan and at its arrival whole civilizations collapsed. But time claims all things and in time it died and was forgotten and, as with such forgotten things, it fell into Dream where it was found by Carnage, King of the Fomori.

He has claimed the mile long crawling monstrosity as his new Palace and animated it as a vehicle of utter destruction. From the tunnel created by its passing all the filth of the underworld crawls to do war upon Dream and in the skies above demons drawn through the rift circle and scream. Within its cavernous skull Carnage plots his revenge on the Fey and the joy he experiences as his golem begins to consume Dream. But his ambitions are greater than that. Amaan, one time Emperor of the Giants has released him from his bondage but he does not know the power he now wields. Once he has subdued Dream he will bring his monstrosity into creation and all of the world will tremble at its approach…

Sunday, 1 November 2009

Session 24: In the Coils of the Serpent, Part 3

We played again tonight to bring to a conclusion Azhanti's story of the recovery of the Heart of Vulcan. The group was a member down with Assambers player away with work.

Scene 1: Flashback

The opportunity for a meeting between Azhanti and the Dragonborn Emperor was too good to miss so we flashbacked to their encounter.

Azhanti is trapped in the Heart of Vulcan. Awaiting his fate he explores the memories of the primoridal, witnessing the birth of creation itself and the rise of the original five dragons. As he is about to steal their true names he is wrenched into the light of day by the command of the Emperor.

Their exchange was at times heated and confrontational, Azhanti has a plan and people can either get on board or get out of the way. Rebuffed the Emperor sends him on his way, hoping he will deal with the spirit of Venemus.

Scene 2: The Caves of Chaos

Sheol the Veni assassin arranges to teleport the group into the sanctum of Bhaal, the dragon who has taken such an interest in Azhanti. On arrival they find things are not as they expected. Venemus has taken possession of the three Dragonborn aspirants, Azhanti, Xaltotun and Shak'ir and incapacitated Bhaal. He is in the midst of some sort of ritual and the cave is torn through with rifts to chaos. Uncontrolled energy spills and swirls in great chasms between isolated islands of rock.

Bhaal orders them to leave, predicatably the group refuses and battle is joined.

The fighting is fierce, Bhaal controls the three dragonbron and they bring Morn to his knees. Xaltotun manipulates the chaos of the rifts to assail them and Shak'ir revels in the rage of the barbarian. The group needs to incapacitate Azhanti so they can restore his soul to his body but they must contend with his powerful healing abilities. If he is able to heal himself then all is probably lost. At the last moment Chiniko steals away his memories preventing him from bringing himself back from the brink.

Restored to sense the spirit of Venemus passes out of Azhanti and enters the body of Bhaal. As Bhaal closes to the attack Xaltotun and Shak'ir try and fail to overcome his influence. They push to the group to their absolute limit. The combined strength of dragon, sorceror and barbarian seems too much. Several of the group are down but in a last desperate act Chiniko s Morn who smashes the focus of Venemus's ritual. Xaltotun and Shak'ir collapse and Venemus is stunned.
The group pile on the pressure and Venemus retreats. Even in retreat however he is still dangerous and the group are entirely out of healing. The battle grinds into a stalemate, Venemus lurking in the chaos rifts out of range of many of their attacks.

Scene 3: Dealing with the Devil

Recognising the risk Venemus turns to negotiation. Azhanti is adamant, he will have Venemus and his people as his allies. There are twists and turns and attempts to finagle but to no avail. To demonstrate his sincerity Azhanti decapitates his brother Xaltotun. Eventually Venemus agrees and binds his fate to that of the determined young priest.

Slipping away with Shak'ir Venemus avoids the agents of the Emperor, delaying his ascension to Dragonhood for a little while.

*cut scene*

In the bowels of the City of Pythia a dozen cultists gather at an ancient site, a lost shrine to Venemus far from the gaze of the High Priestess Tamus. A new statue now stands carved in the place of honour above the altar, an image of Azhanti, the Dragon Aspect Emperor whose coming they have forseen in the stars.

Sunday, 27 September 2009

Session 23: In the Coils of the Serpent Part 2



Scene 1: Bumps in the Night

Our heroes have returned to the ship of dreams to recuperate from the battle with the Hydra. Chiniko has emerged from his cabin (the plyer was back for this session) but now Assamber has fallen ill (his player was away). Retiring to their bunks the group achieves some well earned rest. As he sleeps Azhanti finds his soul wandering in the Dreamlands where it is snared by Tamus, High Priestess of Venemus.

She draws him into her realm to speak with him about what he intends to do with the Heart and the spirit of the Dragon God which is trapped within. She seems interested in him, stressing the similarities between them. Both hold high positions in their churches, both hold their gods in contempt and both desire immortality and to shape the future of the Dragonborn. She urges him to bring the Heart to her and together they will deal with the wayward spirit. Waking in a cold sweat Azhanti considers his options. He wants to become Tarock, the clanless warrior who will herald change for his race.

Scene 2: Throwing caution to the wind

Deciding to reject Tamus's offer he seeks his best source of information. He draws out the Heart, imprisons it in a magic circle and tests himself against the spirit of Venemus. It is only as his ritual completes that he understands that his soul is no match for that of the maddened Dragon. As the group burst into the room to try and discover what is happening Venemus slips from his bindings and imprisons Azhanti in the Heart!Azhanti/Venemus reassures the group that all is well but that they must turn away from Bha'al and seek out Tamus. With some grumbling the ship turns and night falls.

Scene 3: The Worm Turns

As they make headway south towards Pythia Artemis is surprised by a figure, human in shape but containing something monstrous within lurking in the rigging. It demands to speak with the ships master. As the group gathers insults are thrown and the creature delivers its message. Sheol, Master of the Cult of Panath would speak with them about the Heart. Azhanti/Venemous proclaims that they should ignore the creature and move on but the group decides otherwise. He is confused by their failure to obey his orders immediately but fortunately for him the Oracle Chiniko is too busy trading insults with the demon to notice his unusual behaviour. The group meet Sheol at an ancient tower not far from where they were, long abandoned and invaded by the jungle.

He brings them an offer, the Emperor will remove the spirit of Venemus and then return the Heart to them. He has forgiven their previous trespasses against him and supports their current goal, to confront Sopias. Sopias is a risk to his ambitions and if others deal with him all the better.

There is some brief discussion but the outcome is clear, the Heart is Azhanti's burden and he must decide. Smiling Azhanti/Venemus rids himself of the soul of the meddlesome priest. Sheol also leaves them with a warning, the gathering of the four Hearts, the soul of Venemous, Vinga's Axe and various other powers is creating a convergenece. Power draws power and immortals are homing in on the group sensing the opportunities presented by a Gods soul being placed at risk. He advises them to make for Bha'als ruined city as it once housed a gate to the Labyrinth and few immortals will dare its precincts. Confidant of being able to deal with such obstacles Azhanti/Venemus sees a chance to revenge himself on his wayward child.

Scene 4: The Gauntlet

Abandoning the ship the group head out on foot to avoid easy detection. They make good time through the swamps but are assailed, the Furies of Vinga demand the return of her axe (they left it on the ship) and Lord Dust, a lich in service to the former Giant Emperor Amaan raises the dead against them. They escape from their pursuers and make it to the edge of the City only finally to fall prey to Ernalda, one time fertility Goddess of this region who was raped and violated by Venemus.

They have accidentally stumbled into her sacred grove and some of her power still lingers here. Fortunately for them they possess silver tongued rogues aplenty. Chiniko charms and flirts with the Goddess, diverting her while Artemis reminds her of the beauty that can still be found in nature. Morn mostly keeps his mouth shut while Azhanti/Venemus melds into the background to avoid being exposed. Soothed by their kind words the Goddess blesses them and allows them on their way.

Entering the ancient ruins they are greeted by Shakir who takes Azhanti/Venemus into the caves leaving the others behind. The secret rites of the Dragonborn are not for the eyes of softskins. The rest of the group bed down for the night but can gain no real rest. As dawn breaks in the east Sheol returns to reveal the deception. Azhanti's soul is trapped in the gem and Venemus is loose. They must reach the ritual chamber, rescue Azhanti, defeat Bha'al and deal with Venemus, a tall order even for heroes such as these!

*cut scene*

In the depths of the caverns of the Lost City Azhanti/Venemus steps onto the podium with his clutch brothers to prepare for the Ritual of the Tarrock. Bha'al shifts uneasily on the damp stone his bulk dwarfing the smaller Dragonborn. "It is time to begin..." he hisses, "Yes, it is" replies Azhanti/Venemus his eyes alighting with green flame.

Sunday, 13 September 2009

Session 22: In the Coils of the Serpent

Scene 1: The Dreaming Dark

The opening session finds the group flying over the swamps and jungles of southern Arkhosia hunting the Heart of Vulcan. Unfortunately their tracker, Chiniko, has been forced to take to his bed, overcome by the eldritch energies from primordial conflicts in ages past (his player couldn't make the game). Forced to search for more information they head to the city of Pythia, home of the Veni Priesthood.

As they make their way south their journey is rudely interrupted by a drake riding dragonborn warrior and his allies. He demands that Azhanti hand himself over into his custody, his master Bha'al, wishes to speak with him. There is tension between the two and violence seems a distinct possibility but in an act of surprising diplomacy the group decide to follow along.

They are lead to the sunken ruins of an ancient city deep within the swamp. Azhanti is lead into the depths, the rest of the group left behind but only after some aggresive posturing. In the darkness Azhanti meets Bha'al, a dream dragon of Venemus, creator of the Veni dragonblood. The two talk for some time and Bha'al reveals that he has been watching Azhanti for many years. He believes that he, or one of his clutch brothers, may be the Tarrock, a mythical figure said to herald the end of the Dragonborns way of life. He tells him of Venemus, of his death at the hands of Vinga Goddess of Vengeance and of how his soul hid within the Heart of Vulcan which he guarded. Finally he tells him of the time when the Tarrock will be chosen, in 3 days at which time Azhanti must return to the caves with the Heart of Vulcan and consume the soul of Venemus.

Of course nothing is quite that easy. The Heart is guarded by the Hydra, a terrifying monster spawned from the blood of Vinga and Venemus. Its venom is fatal to any mortal and only the Veni priests posses a means to protect oneself from it.

Resolving to find the elixir the group continue on their way to Pythia.

Scene 2: The Serpents Coils

Choosing tact and discretion the group sail the dream ship up the Serpent River and land at the docks of Pythia. The city is a source of trade between the Veni and the outside world and slaves, drugs and poisons are traded in great abundance. However, access to the City beyond the dock and market place is restricted for the Dragonborn and their invited guests.

Never ones to stand on ceremony the group decide to begin their hunt. Assamber scours the market place to learn of the locations of the exotic ingredients needed to make the elixir, Artemis heads into the Great Temple disguised as a Veni and conceals rune markers which then aid Azhanti in commanding the zephyrs of an afternoon storm to spy on the Temple.

All seems to be going well. The ritual succeeds and Azhanti locates the elixir stored in a secret compartment in the temples Great Hall. However, he drifts too close and is spotted by Tamus, High Priestess of the Veni. The alarm is raised and guards rush towards the central chamber. Artemis decides to take advantage of the situation and tries, and fails, to take out a guard and replace him. He is pursued but escapes doubling back on himself to take a place hidden in the inner temple. He waits for his opportunity while in the City Assamber has been spotted in the market. Guards descend and subdue him and a patrol quickly captures those on the ship. All three are dragged into the Temple to face the wrath of Tamus.

She clearly recognises Azhanti and demands to know why he is here. Azhanti is evasive and she orders Morn killed to loosen his tongue. Not prepared to be killed off Morn summons his hammer demolishing a wall in the process and battle is joined.

A mass of guards descend but, being cultists, they are cut down in droves. Tamus is less easily dealt with as she transforms herself, revealing her to be an ancient Naga. Worse is to come as the doors burst open and M'Kemba, former priestess of the Unfettered God (dead at Morns hand some time ago) joins the fray with a pair of feathered serpents. A fierce battle ensues during which Artemis frantically tries to access the hidden compartment containing the elixir and get them out without being killed by the poisonous traps protecting it.

Assamber closes off the entrance with a Web spell but Azhanti is hard pressed by cultists and the unholy powers of Tamus. Darkness cloaks the room and many of the group spend time blind, immobilised or worse. Tamus wields significant powers of entracement and many of the party find themselves unable to act against her. Azhanti is taken down, M'Kemba is free of the Web and Tamus has closed to melee range. Things are looking very bad when Assamber again turns the tide. He encases Tamus completely in a Wall of Ice.

With the greatest threat neutralised and with Artemis now free to act (having grabbed the elixirs) the group clear up the remaining enemies. They are battered, bruised and low on healing but feeling confident enough to take Tamus when she begins an incantation. She begins to invoke Panath, forbidden dragonborn Goddess of the Night and Azhanti can sense her presence filling the temple statue. They decide discretion is the better part of valour and flee with their prize.

Back at the boat they make good their escape and take a well earned rest before moving to confront the Hydra.

Scene 3: Fangs of the Hydra

The Hydra lairs within the remnants of a ancient Temple of Venemus, the Temple beneath which his bones were interred. It has long since sunk into the swamp but the enormous skull of the true dragon juts out of the muck. An axe is buried in its skull, the weapon once wielded by Vinga.

Descending the group approach the skull warily. As they do so a mishapen beast breaks free of the much and five draconic heads regard them. Multi coloured scales sparkle in the sun and as they watch aghast a pair of enormous wings unfurl blanketting the ruin in shadows.
It strikes with blinding speed, freezing the area around the group and stunning all of them. Pouncing it mauls Morn severely and he finds the Hydras venom pumping in his veins. The elixir protects him from death but still he finds himself weakened, unable to heal! More savagery ensues and Azhanti is sorely pressed. Assamber takes to the air and cloaks himself in invisibility while Artemis scurries for range.

The blows inflcited on the creature seem to have little effect and what is worse they are healing! Flames engulf those around it and Morn finds himself bathed in lightning. Artemis keeps up the assault as fast as he can but as the Hydra drops first Morn and then Azhanti it turns to pursue him. Not even Artemis's renowned speed and shiftiness can save him this time and he is quickly caught and sorely pressed. Morn is back up but Azhanti is down, on fire, poisoned and close to death. Repeat applications of the elixir do not help and Azhanti remains unconcious.

Realising there is nothing he can do to help his friend Morn hurls himself at the hydra invoking his dragonskull mantle and flying through the air. As he crashes into the creature Artemis falls, also on fire. Morn inflicts terrible wounds on the creature which begins to consider flight. However, Assamber has remained hovering about and drives the Hydra into his Wall of Fire finally overcoming the creature.

Battered and bruised the group collect the Heart of Vulcan and Vinga's axe and return to the ship. Now all that remains is the Ritual of the Tarrock and somehow getting the soul of a Dragon God out of their key. Bha'al claims to know how but his motives remain suspect, born as he was from the dreams of Venemus.

*cut scene*

The Panath assassin Sheol kneels, head bowed behind his master Kitai, Emperor of Arkhosia. "He has recovered the Heart as expected. The Ritual must not be completed or our plans for him will be for naught. Make sure it does not happen."

Beyond the window of the Autumn Palace lies the Plaza of Dragons where five stone dragons rear up, each over a hundred feet high. They sit at the points of an ornate pentagram as Sarock, Imperial Archmage, prepares to receive the soul of a fifth and final Dragon God.

Saturday, 12 September 2009

Session 22: In the Coils of the Serpent

Our heroes quest continues and now they find themselves travelling deep into the territory of their enemy. The Heart of Vulcan lies within the realm of the Veni, the dragonborn children of Venemus. The Veni are revilled by many within the dragonborn clans, considered without honour for their talents at spying and assassination and their use of poisons and drugs in their work. That would be enough but their home lies within the southern ambit of the continent of Arkhosia, the heart of the Dragonborn Empire and our heroes have already angered the Emperor on at least one occasion.

Necessity however compels them and the Dream Ship sets it course for the lush and vibrant jungles of the south. Great danger awaits them, both in the City of Pythia, home of the Veni cult and the Children of Panath, outlawed Goddess of the Night. Beyond the City lies the great jungle, a site of many battles between gods and ascendants in ages past. Much immortal blood has been spilled in the swamp and the life which it has spawned is often twisted, dangerous and cruel. Much like the dragonborn they much deal with to find the Heart of Vulcan.

Session 21: The Night of Madness

This session happened a few weeks ago I have not set out to record its events. Mostly this was because I was a player in the session which was guest GM'd by Assamber. You can find a vrief account of it at http://magus-thelongroadhome.blogspot.com/2009/08/4e-night-of-madness.html

It was an interesting experience giving up control of the game and its one which we may repeat going forward as other players may well be interested in doing so. For now the game goes on and our "heroes" quest continues into the benighted jungles of Arkhosia.

Sunday, 28 June 2009

Session 20: The Dark Rises

Scene 1: The Fortress of Solitude

Our session opens with our heroes clustered on a small stone skiff flying out across the black depths of a nameless cavern towards the Fortress of Shraal, a demon of the Void. As they make their run for the entrance more skiffs begin to rise from below bearing leather clad, grey skinned drow corrupted by the power of the Void determined to cut them off from the Fortress.

Deciding to eschew speed for brute force ramming speed is declared and they smash in to the nearest skiff. Bodies are hurled everywhere and the enemy is driven out of the sky. Boarding the enemy skiff Morn destroys their original one sending their boarding party into the depths. The remainder flee and the group quickly make their way to the Fortress. As they enter the whole thing lurches, the Fortress is rising boring its way through solid rock to freedom.

Once inside they quickly navigate their way through drawn by the unnatural senses of Chiniko. They bypass deadly life sucking traps, tinker with ancient arcane engines and send ephemeral shadow demons fleeing with a miniature sun and in next to no time they find themselves before the Throne of Talisha, Queen of the Drow (and currently mind slaved minion of Shraal). She greets them, recognising Artemis from the description given to her by Kallista, his sister who she captured when she tried to steal the Heart. She offers Artemis free passage to rescue his sister from the pain amplification chamber she is trapped in. Accepting her offer he ducks down a set of stairs on his own leaving the rest of the group to face the Queen.

Scene 2: Mistress and Master

Talisha strikes hard and fast bringing the entire room into pitch blackness and sapping the strength from everyone. Assamber is struck first and wavers, he is in need of healing but no one can see anything. He Webs a huge area and then retreats inside of it to try and lock her down if she pursues him. Flame and Radiant spells are unleashed to try and light up her position and, finally, she is located. Morn charges and she is stunned, Azhanti lights her up even more and Chiniko brings the pain. Before she can react she is rendered swiftly unconscious. They rip the strange creature from around her throat freeing her from Shraals mind control and promptly make a deal with her for future aid.

Meanwhile Artemis has been making his way through the lower levels. It’s like a return to an old familiar friend, sneaking through other peoples’ homes trying to steal things and he does it very well. Guards are evaded, traps disabled and locks picked and soon he and Kallista are reunited. She is overjoyed at her release but anxious to recover the Heart, if Shraal manages to destroy it then the soul of any creature which dies will be drawn into the Void and spawn a shadow demon. They make their way quickly to the top rejoining the group for the attack on Shraal.

Entering the very top of the Fortress they find Shraal, a tentacled monstrosity ensconced inside a column of obscuring shadows focusing all of his will on the Heart of Ashrua. He stands on a pillar of rock surrounded by solidified shadow. Inside the shadow Void monsters can be seen writhing, desperate to escape. There are some preliminary insults and then the violence begins. I could relate the terrible dangerous conflict with the monstrous creature from beyond time and space and his insidious allies but it would be a lie. Instead the group brought down ridiculous levels of damage on his shielding shadows exposing him in a few seconds (two rounds total for a level 17 solo with over 400hp, they are level 14). As they prepare to strike the final blow however they are interrupted. A crossbow bolt encased in green fire shoots out of the darkness taking him in the skull. A man appears stood on one of the ring of stone spikes and claims the kill in the name of the Great Hunt. For once Artemis is the one suffering from kill stealing.

Scene 3: Catch it, no you catch it!

The man, calling himself Kubolta leaps from the spire snatching the Heart of Ashura as he goes. As he lands the Fortress, denied the power of Shrall begins to collapse to the cave floor. There then follows what can only be described as a game of Blood Bowl as various PC’s and NPC’s go diving for the Heart and it changes hands rapidly before finally spinning off into open play. As the group escapes to a nearby floating skiff the Heart rolls over the edge and falls into the darkness below swiftly followed by an enormous alabaster fortress. For now it seems lost forever.

Escaping with Kallista in tow the group begin to argue about what to do. Morn wants to use the Ring of Calling they took from the servant of the Giant Emperor Amaan to get him to find it. Chiniko thinks it’s a bloody stupid idea and Kallista, denied the opportunity to come along leaps over the side of the skiff to search the ruins of the Fortress. Artemis follows her and Morn and Azhanti teleport away using the ring leaving Chiniko and Assamber behind.

Our two intrepid explorers find themselves in a huge chamber with graven images of Giants crushing Dragons underfoot and great metal doors sealing the Prison of Amaan. Amaan was the last Emperor of the Giants who fell into such corruption that his own people sealed him away for all time. Only an artefact of Maran Gor, mother of the Giants could free him. Morn has two of those, the Heart and the Hammer. He bursts open the doors to reveal Amaans prison, sealed in ice and chained to his Throne but still very much alive and alert.

Negotiations quickly follow. Amaan has previously offered Morn a place as his lieutenant, if only because he possesses the means to free him. Morn is reluctant, he wants Amaan to display his power for him before he will release him. Amaan refuses, there is much disagreement and Amaan, being both stubborn and proud will not accede without first being freed. Finally a bargain is struck. Amaan will retrieve the Heart, teach Morn the powers of the Hammer and the Heart and respect the independence of Iceholme in return for his freedom.

At a blow from the Hammer the ice cracks and Amaan, a terror or the ancient world is once again free. In ages past the Giants contained him, now they are dead or missing. The dragons might have stopped him once but they are all asleep. The Primordials could oppose him but they are dead or hiding. He is however as good as his word. Just as Artemis and Kallista reach the Heart Amaan stretches his power through the Earth and recovers it. He promptly vanishes to continue his deadly schemes away from the prying eyes of mortals. What might come of this bargain is yet to be seen.

Our heroes finally return to the Ship of Dreams but with one final concerning event. Artemis returned to the ship via the home of the mushroom people to find their city in ruins and many of them dead. The Daughters of Mael, rulers of the Lokarnos had come to recover the blood traitor Alias Windstorm (the location of which the group gave up last week). The mushroom people explained that his consciousness had joined with theirs, his mind was now part of their Collective, the Sea of Thought. This did not go down too well with the tempestuous immortals and death and destruction was the result.

Three Hearts are now in the possession of the group, three parts of the Key to unlock the prison of Sopias. They have been warned twice now that they must not open it but they seem determined to continue. However, before they do so events from the past will haunt them and a message from the City of Kings draws them back to where everything began.

*cut scene*

The warrior Kubolta kneels on the hard stone floor before the Elders of the Hashashiyyin. “I have failed my masters, the Chosen Ones have recovered the third Heart. What would you have of me?” “Return to Hu’Maa and remain close to him, we must make sure he remains ignorant of the truth. If the Hearts are beyond us we must look to the Key, bring us the mother, we must make Catalia see the risks they take”