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”

Session 20: The Dark Rises


Our heroes have pursued the Heart of Ashura, Primoridal of the Sun, into the lightless depths of the underdark. Facing terrifying monsters they have forced their way to the very entrance of the Fortress of Solitude, home to Lord Shraal who has seized the Heart. Shraal is a demon of Shadow, a Lord of the Void into which all things must in time fall. If he has his way then that time will be sooner rather than later.

However, before our heroes can face him they must defeat his outer guards on the circling rings of stone, navigate the twisted and deadly chambers of the Fortress and confornt his seneschal, Talisha, former Handmaiden of Ashura, one time Mistress of the Drow and Queen of Darkness.

Of course nothing is ever quite that simple and old friends and new enemies have still yet to be revealed.

Sunday, 14 June 2009

Session 19: The Pool of Radiance

Scene 1: Into the Underdark

Our heroes have recovered two of the Hearts of the Primoridals which will allow them access to the prison of Sopias, now they begin the hunt for the third, the Heart of Ashura. They have held this stone once before, when they looted it from Ashura’s tomb in the City of Kings. It was stolen from them by Kallista, Artemis’s sister and was in turn stolen from her by the Sorceress Althea. Althea delivered it to her master the Vampire Lord Hu’Maa and he has sent it deep into the depths of the Underdark to his one time ally Talisha, the Queen of Darkness.

Our heroes, lead by Artemis, have penetrated into the depths of the underdark arriving in a vast phosphorescent mushroom cave. Giant insects scurry across slimy rocks and hunting bats flit through the air. A forest of mushrooms bars their path and Morn takes the lead levering away the huge fallen stalks which block the trail. Artemis leads them through a web choked lair of giant spiders while Assamber navigates a seeping mass of mobile mushrooms. As they near the heart of the cave a wrong turn leaves them face to face with a giant lizard. Azhanti steps forward head crest flaring and stares the creature down. As it crashes off into the forest its sounds draw a hunting party lead by a Cyclops Shaman.

The group tries diplomacy at first, or at least Chiniko tries to intimidate his way past but the Shaman is having none of it. He wants their valuables and their food and he considers the humans food. Chiniko strikes first and traps the Shaman with a vision of gold and Morn promptly locks him down. As the guards press forward and start dropping people into the fast flowing underground river Artemis takes his usual position to the rear. Thinking himself safe he is nearly devoured by an enormous hunting spider attracted by the commotion.

The battle rages through the cave and spells and steel are unleashed. Chiniko demonstrates the pure mobility only a feypact Warlock can show and the Shaman is consistently unable to get past Morn. The guards are brought to their knees and the spider succumbs to its wounds. At the last Azhanti is nearly drowned and swept away by the river but for a last minute lunge. A quick search leaves Assamber with yet more alchemical components harvested from the spider and the remnants of an ornate hunting saddle, although with no evidence of a rider.

Heading further into the darkness the group begins to find signs of civilization. A community of strange plant like people dwell in the heart of the forest and they seem welcoming to strangers. They have no speech but soon their telepathic spores imbed themselves in peoples lungs (although not without some trepidation). The creatures are curious about the humans, particularly when mention is made of Ashura. They explain that once they were spirits dwelling amongst the stars. They ventured too close to the Primordials as they forged creation and found themselves trapped here in fleshy form. Since ages past they have watched the world and tended to the Pool of Radiance, the first place touched by Ashura in his act of bringing forth life. Now the Pool has been corrupted, the Guardian Spirit, once an ally of theirs, has been poisoned by Shraal, an entity of the void. Without access to the pool they cannot spawn the next generation. While they possess a racial memory when the last living member of their community is gone then so will it. Ashura once promised to release them from their cycle of life and rebirth by sending his Champion to them but they have waited a very long time. They are keen to know if Artemis will be the one who returns the Heart to the Pool so that they can finally be released. The group are naturally a little evasive on this point as they require the Heart for their own purposes and cannot really afford to leave it lying around here for the next hundred years or so.

Whatever might happen with these strange people the group knows that the Heart has somehow passed through the Pool and into the hands of Shraal. They decide to get rid of the corrupted Guardian and pursue the Heart. As they head towards the Pool they make another discovery, Alias Windstorm, one time ally of Artemis, member of the Order of Transcendental Inquiry and traitor to the Lokarnos is here. Artemis and he are naturally wary of one another, Alias claims to be here to learn from the plant people whose memory goes back to the beginning of time and feigns indifference on the issue of the Heart. Leaving him to his studies the group press on but not before contacting Iridalla, former daughter of Mael, Lich and one time Lokarnos City Ship ruler who dearly desires to get her hands on Alias.

Scene 2: the Eye of Terror

The Pool is not far and it quickly becomes apparent that things will not be easy. It is a murky, muck covered morass of stinking mud and sludge, waist deep or deeper. Out of the mire rises a fleshy mass covered in slime and weeds. A huge central eye opens and a mass of tentacles extend from its body. As the group press closer its mouth opens and it demands to know who they are and what they want. Insults and threats are exchanged and then blows are struck.

As they move in the tentacles writhe and an eye appears on the end of each, a Beholder! The creature is careful to keep itself over the deep water where it is harder to reach and Morn finds himself completely locked down. Artemis unleashes a mass of damage which barely seems to phase the creature which seems able both to absorb spells and deliver terrible punishment at long range. Death and Disintegration, Sleep and Confusion rays are flung with wild abandon and things begin to look particularly dangerous. The creature is immensely resilient and seems capable of taking tremendous punishment as it blasts out in a frenzy of eye beams. Several of the group are marked for death and then Azhanti collapses. Levitating him into its toothy maw the heavily damaged monstrosity demands the groups surrender. They decline and Chiniko performs the “Chiniko Special”, normally reserved for getting Morn into hard to reach places. He steps through the dreaming, switching places with Azhanti and placing himself in the Beholders mouth. Before it can end his life he teleports himself out again and quickly revives Azhanti with a blessing from the realm of Dreams. Morn, finally close enough to the creature to get in to the battle finds himself out of luck as Artemis takes it down with a lucky shot straight through the central eye.

As the aberration dies the pool seems to clear. Much of the muck and slime burns away and what is left is a simple underground pool but with a passage further into the darkness revealed.

The group head further underground travelling for what seems like miles. As they go the stairs gradually level off and they begin to pass various side tunnels although the place seems abandoned. Even deeper in they reach a balcony carved into the rock overlooking a second huge cave. In the centre floats an alabaster fortress carved in the shape of a teardrop. Covering the floor is a mass of twisted tentacle creatures, things from outside of existence itself. They have carved chambers in the rock and entombed in them are pale skinned Kireshi, the followers of Talisha the Queen of Darkness now turned into experimental toys for these monsters.

In the air float many black stone skiffs circling the fortress in stately arcs. Before the group is a crystalline pillar with a three fingered hand print. Deciding to take the initiative Azhanti places his hand on the pillar. Lights flare all around the balcony and a skiff begins to make its way towards them. However, activating the platform seems to have drawn attention from below and monstrous cries alert the guards to intruders in their base….

*to be continued*

*cut scene*


In the central chamber of the Fortress of Solitude Shral, Lord of Shadow contemplates the Heart of Ashura. All of his will is bent on destroying the accursed stone when his focus is broken by footsteps behind him. “Intruders have entered the cave my lord, they come seeking the Heart.” “It matters not, they are too late. Dispatch the guards to destroy them and make the necessary preparations. It is time for us to ascend.”

Saturday, 13 June 2009

Session 19: The Pool of Radiance


Our heroes now begin the next leg of their quest, to recover the Heart of Ashura which has been banished into the black heart of the Underdark. But in the darkness something stirs, there are fouler things than demons in the deep places of the world.

However, they are not without potential allies. In the depths an ancient race awaits the fulfillment of a promise made at the beginning of time. A champion will come and a decision will be made, for good or ill.

Sunday, 24 May 2009

Session 18: Iceholme, Part 3

The Denouement

Morn is stood in the shattered Temple of his people’s ancient Gods. The Heart of Maran Gor hums in his hands and through it he can speak to those very gods, trapped in rock and ice by its power. An offer is made by Morn, scour Iceholme of the hordes and the City on the Mountain of its Tieflings in exchange for their release. The Gods refuse, their power is to wild, too indiscriminate, if the City is to be cleansed then it must be all or none, human and Tiefling alike. Morn must choose, pursue his hatred and bring about the death of hundreds of humans as well as the Tieflings or let it go, at least a little. He decides, he releases the Lords of Storm and asks them to cleanse only Iceholme but to permit it to him as a refuge.

They agree, pledging the hidden realm to all the people of Valberg as a haven against the future that is to come. From the altar twelve figures emerge, clothed in clouds and lightning. They sanctify the Temple, scouring the filth from its Halls and carve their graven images into the walls. Another offer is made and accepted. Azhanti the Stormlord receives his first small hero shrine within the walls of the Temple.

As they shatter the Curtain in the distance can be heard a great roar of fury. Amaan is finally alert to what is happening and promptly projects an avatar to Iceholme to prevent it. The Lords of Storm provide passage back to the City for the group promising to deal with him. Returning to the City the group find it much changed. With Baaldarans death the demons have gone and the people have risen up and driven out the remaining undead. Irilan is leading a service of thanksgiving to the Lords of Storm and the city's inhabitants, both human and Tiefling flood the square praying and weeping for joy.

Morn and Irilan match gazes and a question is asked and answered. He will not challenge her position but perhaps with the Stormlords free of their prison things can finally change. She hails the group as conquering heroes and there is much cheering and celebrating. Lauding them with gifts the group once again take flight, this time heading for the depths of the underdark and the Heart of Ashura which has been hidden away in the deep dark places of the world.

*cut scene one*

Lareen, Vampire mistress of Zirithian, a fallen Priestess of the Stormlords and agent of Amaan flits through the City of the Gods idly watching the passersby as she chooses her next meal. With the heroes gone things have improved for her. Irilan is firmly in her control and soon they will begin diverting humans away from the Tielfing Houses to certain Vampire contacts of her own.

As she heads past an alley a flash of movement catches her attention but by then it is far too late. A great wolf like beast crashes into her knocking her to the ground and sailing past. A second grabs her legs and drags her into the alley savaging her brutally and tearing off a leg. A third lands hard on her chest seizing her throat.

“Where is he” a voice growls from the darkness, “Where is your master Amaan.” “I don’t know, only Arath knew and then only from the ring he carried” she croaks and the last thing she sees is sharp teeth and gleaming shifting eyes.

*cut scene two*

The last few weeks have existed as little more than a fog for Irilan, ensnared by the Vampire. Now her mind is clear and the annoying so called heroes are out of her hair. She prepares to begin the choosing and to fulfil her various contracts. Time is pressing and she has commitments to meet. The ritual room is prepared, the new slaves have been marked and chosen, and all that is left is to transport them.

Irilan steps into the circle and invokes the words of power. Lightning crackles up all around her voices resound in the room. “These are OUR people and we have need of them. Be filled with the power of storm and serve our will woman.” The lightning courses through the circle, burning her soul and forcing her to look deep into herself. “Choose now, who do you serve” She gasps and collapses to the stone floor, “I serve the Storm”

In the ancient capital city of Iceholme, now cleansed of its invading army, twelve hardy souls appear. Nearby they find buildings in good repair with food, warm clothing and tools to help rebuild their new home.

*cut scene three*

Morn stretches out in his bunk aboard the ship of dreams. It has been a hectic few days and aching muscles demand rest and relaxation. He drifts off to sleep but it brings no peaceful dreams.

He finds himself in a great Hall of Stone, of clear dwarven manufacture. A huge throne stands before him and chained to it sits a gaunt giant wearing an iron crown tipped with stars. “Morn, son of the Earth, I am Amaan, last of the Emperors of the Giants. I offer you my hand in friendship. Join me and together we shall rule this world. Join me and break these chains, together no god or demon is strong enough to oppose us. Join me as my greatest Captain and I can reveal the secrets of the Hammer and the Heart which you can but dream of. Use the Ring and take your place at my right hand”

Morn’s answer, whatever it might be, will have to wait until next session.

Session 18: Iceholme, Part 2

Scene 2: Temple of Shadows

With the armies commanders either dead or siding with the party the group moves on to the Temple. The army has descended into complete chaos drawing many of the forces protecting the Temple away from it. Zirithian is too wrapped up in his quest to recover the Heart for his Master to take much notice. There is some chatter amongst the group about taking a rest, a number of them have used up resources and there is concern that they will not have enough. They decide to press on, fearing that to delay will allow their enemy to recover from the current confusion.

Enacting the Ritual Assamber clothes the group is shadowy vestments and they pass through the barrier. As they emerge from the other side the shadows seem to cling to them and Morn looks sideways at Assamber. He seems to be falling further and further into shadow. They make their way slowly into the Temple, Artemis scouting ahead. They quickly find the main Temple chamber and the location of the Heart. The altar of the Stormlords has been profaned and is guarded by a pair of death knights. The Heart is held by a huge statue which twists and writhes, constantly changing shape.

The group strike with devastating force. There is much clumping near the doorway and Assamber traps the death knights in a Wall of Fire. Morn prepares to take similar punishment but is spared by a quick Resistance Spell. The room is large with multiple entrances and fearing more enemies Assamber walls off one of them with a Web spell.

The group are right to fear more enemies and from another entrance Lord Dust arrives, a Lich in service to Zirithian. Emerging from the shadows floating in mid air he smashes Assamber into his own Wall of Fire. Assamber escapes but is promptly smashed into the floor and smeared to a pulp, close to death but swiftly restored by Azhanti. Morn shatters the statue with the Hammer of Maran Gor reducing it to rubble. There is a naked man lying in the rubble clutching the Heart. He names himself Rylandarras, spawn of Amaan and the first shapeshifter. As if seeing the Heart from the first time he flings it away calling it cursed but it is snatched from the air by Artemis’s spirit cat. Quickly retrieving the Heart Morn prepares for the next wave.

Zirithian arrives. He sends his spawn to swarm Morn and strikes Azhanti and Chiniko with a shadow of death. Stepping through the shadows he prepares to Dominate Azhanti but he doesn’t get a chance. He is promptly immobilised by Turn Undead and then stunned by Solar Wrath. Chiniko steps through the world leaving Morn next to Zirithian who stuns him again. Before he can recover Chiniko seizes his mind and sets it to wandering into its darkest and most vile recesses. His spawn fall one by one, Lord Dust exhausts his magic but does manage to trap Artemis in a Globe of Force but it doesn’t help as Azhanti executes the General who has managed to accomplish next to nothing the entire battle.

As the sword Nightbringer falls to the ground all goes quiet, it’s the calm before a storm. The sword whispers into the minds of all present, it tells them its history, how it was forged at the beginning of time to bring an end to the endless. Any immortal slain by its blade is truly, eternally, dead. It offers to share its powers with any who will dare to take it up, shaping itself to their will. The group refuse and Gylda the Hag emerges from the shadows to claim the weapon. Seeing things turned well against him Lord Dust offers all the secrets of this place to the group if they destroy Gylda and give him the sword. The group aren’t in a negotiating manner and Gylda withdraws. Dust legs it quickly and all goes quiet.

Session 18: Iceholme, Part 1

Scene 1: Bedrooms and Beatsticks

The party have reached the dead city of Iceholme and holed up in one of its many ruins. Undead, demons and a horde of mercenaries swarm through the city which is dominated by the Curtain, a sprawl of darkness covering the Temple to the Stormlords.

The party decide to do some scouting and Azhanti makes his way into the public areas to do some carousing amongst the lower caste demons while Chiniko charms some guardsmen in the mess hall. A few things become quickly obvious. The army is anything but organised or whole. Zirithian is its overall master but he has been locked away in the Temple for weeks trying to do gods know what. In his absence his three Captains have taken to sniping at each, plotting, scheming and trying to assassinate each other. Three powers are present in the City, Gylda the Hag, a diviner of significant skill and technical ruler, Baaldaran, a demon on loan from Dagon and Arath Nightcaller, Priest of Amaan and necromancer. What is more Zirithian himself serves another, Amaan, one time Emperor of the Giants and entombed for tens of thousands of years by his own people for his crimes.

Unearthing a rumour that Gylda likes to take demon lovers and then suck them dry of their infernal power the party hatches a plan. They will disguise Chiniko as an incubus and drag him to Gylda for her to drain. They fashion sigils marking them as her minions and successfully infiltrate her lair, a place filled with hundreds of rotting corpses in massive pens. While they evade her guards the party fail to account for Gylda’s divinatory skills and she quickly pierces their subterfuge but not before they are into her sanctum.

There is a tense stand off, Gylda it seems does not want to engage them in battle. A bargain is struck. Gylda gives them information on the other two captains hoping they will eliminate her rivals and tells them how to enter the Temple and find the Heart. In return the group agree to surrender Zirithian’s sword, Nightbringer, to her if or when they kill him. Bearing her token the party head out into the city to take on the Necromancer.

Arath has taken up his place in the shrine of an ancient Hero of the Valberg people. He has been busy animating monstrous skeletons and conducting blasphemous rituals but Gyldas token gets them into the door. They don’t get much further as he quickly strikes to destroy them, believing them to be assassins. His powers are significant and he rises over the bone pit from which his minions rise. Three flameskulls also rise up, limned in blue flame they bring hellfire and destruction onto a group clumped in the entryway. For a moment things look very dodgy, with one of the group down and two others near collapse but Azhanti and Morn between them manage to stabilise things. Morn manages to negate the Necromancer by flying into him and smashing him against the floor and after that it’s all down to clean up. From him the party takes a few rituals, including one to allow them to enter the Temple without alerting Amaan to their presence. They also take a ring which will allow them to teleport to a preset location although wisely choose not to use it.

Full of confidence they head to Baaldaran who has set up his headquarters in the ancient city hall where stand many smashed statues of various heroes. He is not alone and several abyssal ghouls and a vicious looking harpy like demon serve him. The group present themselves as potential assassins who might help him rid himself of Gylda and present Arath’s head as a gift, the two being bitter rivals. Hoping to distract him they strike but are unprepared for the speed of his counterattack. Blinded by Chiniko’s power he still manages to unleash a furious bellow stunning Azhanti and leaving him wide open for the fast moving and dangerous ghouls. Unfortunately he doesn’t get to do much else for the encounter spending most of it stunned. The ghouls run amok but the harpy is dead barely before it can move. Before he falls Baaldaran opens up on Morn with a storm of blows, axe blow after axe blow strike, including two criticals and yet he remains standing. Tearing him apart Morn seizes his spelleating shield and Assamber takes his Obsidian Steed.