Sunday 7 December 2008

Session 11: Death is only the Beginning, Part 5

Act 5: Revenge of the Rebellion

Darius enters the battle at last and the group bring their strongest powers to bear. Curses fly, blade barriers are conjured, walls of fire burst to life and flesh melting flames erupt. Morn and Azhanti are banished to a nightmare realm and only escape with the aid of Hu’Maa. Artemis is nearly slain but Morn manages to rescue him in time. Assamber flits around the battlefield shielded from view but harassed while Darius hurls his enemies into their own spells.

The battle is desperate. The group call upon all the aid they have bargained for and it is still nearly not enough. They are battered, scorched, poisoned, blasted and subjected to all the power at Darius' command and more.

Still he cannot overcome them. They draw deep from reserves they barely knew they had and it is enough, just. With a final gasp the last leader of the Cabal falls to his death and the Spire is finally free of their corruption.

The ancient crystal walls of that place resonate with power as its defence systems activate. The Spire is the entrance to the Labyrinth and interference by immortals is not tolerated. Beams of light lance down and obliterate the Dragons attacking the Spire but not before they incinerate Jocasta, High Priestess of the Cult of the Eternal.

Epilogue

The City lies in wrack and ruin. Flames spread in a dozen different places and what power groups existed are mostly broken. The Tiefling nobility has no leader, the Cult of the Eternal is nearly extinct and many of the Rebellion warriors are dead. Antonius died fighting demons but Marat Kesh has escaped.

In the harbour the residual necromancy of the Ship of Death poisons the waters along with the corpse of a Dragon. Many of the rogues and thieves have survived and may yet flourish in this lawless place but our heroes are unlikely to be around to see it.

They gather in the silent Chamber of the Spire. The Key of Time has been handed over to Vintu and the place has been looted by Xaltotun. The group keeps their various bargains. Catalia Anatarion, mother to Artemis has called them there. “There is something which you need to see”, she places her staff into the stone floor beneath the now floating and free Stone. A shaft of light penetrates the room and around it emerges a map of the world. “The Labyrinth imprisons Sopias still but we have no Centurion King to restore its power. It will fail and he will be released. I don’t know when but it will be soon. If someone can confront him inside the prison then he may yet be stopped. To do so you will need the keys, the Hearts of the Primordials, this map shows their locations.” As she speaks five lights begin to glow softly at different points. “Will you do this?”

Three agree quickly, Assamber, Artemis and Azhanti. Morn turns to her, “I have had enough of Gods and Demons, I came here to do a job and I have done it” and he turns and leaves.

*cut scene*

Several weeks later.

Drums roll and banners are unfurled as the might of the Kireshi nation enters what remains of the City of Kings. Catalia Antarion meets them as they enter. “We come to fulfil our ancient agreement, your City is free and we recover the remains of our Lord Ashura” Casting her eyes around the devastation Catalia nods slowly in agreement. “So be it

The Children of Ashura enter his Temple to find it has been defiled. The bones are scattered on the floor, the skull missing, the Heart and the Bow gone. There is much wailing and cries for vengeance. They confront Catalia, “Who has done this” Stern faced she is compelled by ancient oaths sworn before she was ever born to answer. “Morn, Azhanti, Assamber and Artemis”

“They shall die a thousand deaths for their crimes”


And this brings the Heroic Tier of our adventures to a final conclusion. The City is in ruins, no one is really in charge but the Cabal has been destroyed, albeit at great cost. The group have a bunch of possible Paragon Tier quests to kick them off along with an overarching goal for the next 10 levels.

One final point on the bargains they made. This was one long extended sequence. There was never going to be a chance to take an extended rest but I didn't want it to be limited to what a party can survive in a single day. I decided that they needed to have some sort of method to recharge their powers. I toyed with the idea of recharging everything when they closed the Spire gates but that would be too simple. Instead each of the bargains allowed them to refresh a small number of abilities giving them a tactical edge.

Of course the group decided to hoard them all until the very final confrontation.

C'est la vie.

We play again in mid January giving me time to recharge the batteries and allowing us to have a Christmas break. Next year we get a 5th player as well as an old member of the group returns. How will they react to a Feypact Warlock of Sopias!

Session 11: Death is only the Beginning, Part 4

Act 4: Light at the End of the Tunnel

With the Ritual shattered darkness is lifted from the City and the flames of chaos fade from the Spire. Sunlight fills the Spire with a single brilliant shaft striking Artemis.

*cut scene*

Everything else fades away and Artemis finds himself looking up into the Sun itself. A young boy, no more than sixteen, naked, beautiful and glowing with the light of the Sun descends on a beam of light. “I am the Blazing Dun, child of Ashura and I come to right a great wrong which you have caused human. You disturbed my father’s resting place and now his soul cries out in agony. Unless something is done he will fall into undeath. Take your place as his Champion, ground his soul and I will aid you against the Wizard Darius.”

Artemis considers for a moment, the Kireshi are fucked no matter what he does. “No, the time of Gods and Primordials is done, it’s about time we started making our own decisions.” The beautiful youth sighs, “So be it, I cannot force you. I offer you a blessing though if you agree to find a way to prevent my father’s fall to shadow”

Agreeing quickly Artemis finds himself back in the Chamber as Darius arrives on a high balcony flanked by two glowing multi winged, multi coloured angels. “Enough of this, let us put an end to this once and for all. Slay them my Angels of the Apocalypse!”

On buzzing insectoid wings the Angels rise up and descend on our heroes. They crash through the group, a mass of crawling chaotic energy and reform around Assamber. “Bring me my staff, kill the Wizard” calls Darius which they come close to doing. Staggering under their assault the group strike back.

A Blade Barrier neatly dissects them both and Assamber freezes them in place. They scatter to avoid area effects and Darius lashes them with lightning drawn from the Stone. Artemis tries to distract Darius only to find he is surrounded by an impenetrable shield powered by the stone. They must disable the stone or perish.

The Stone is the centre of the Temple. It is corrupted by Chaos. Hu’Maa advised they destroy it but they choose not to heed his advice. The stone can be cleansed with a sacrifice of power or converted, Hallowed to a new God making this place the most powerful Temple on Earth. The thought does not ever cross our heroes mind and they quickly cleanse the stone of its taint forcing Darius into the fray personally. He descends amongst the spitting curses and corrupting flames in all directions.

*cut scene*

Outside Jocasta, High Priestess of the Eternal makes her way to the Spire accompanied by most of the remaining servants of the Cult. The enter the forbidden grounds of the Spire and she raises her staff casting a circle of holy power around her. The demons roar in recognition of a new threat and charge to the attack. As they do warriors of Clan Antarion lead by their new Chief leap in the way defending the last stand of the Priestess of the light. Striking her staff into the ground she lets out a mighty cry, “Now, the sleepers will awaken.”

In the days before the Cabal those who were in great pain came to the Cult for aid. They were given release in the gardens of the Spire where they would be laid to rest in eternal blissful dreams. When the Cabal arrived they twisted those dreams into nightmares and used them to fashion Demons. Now Jocasta breaks the most Holy tenet of her faith and disturbs their sleep. As one they awake into screaming horror as they relive every demonic indignity heaped upon them. With their waking however the demons which were drawn from their nightmares vanish into thin air.

As Jocasta slumps to the ground the Dragons attack crashing against the Spire and the remaining Cult members.

Session 11: Death is only the Beginning, Part 3

Act 3: The End of Time

The last traces of sorcery fade from our heroes and they find themselves in the huge vaulted chamber of the Temple of the Eternal. To either side two massive portals of black and silver metal vomit forth a riot of chaotic colours and energy each focused on a stone floating high above them. It is of dull grey rock bound by green metal and riddled with veins of corruption.

Another problem presents itself as more urgent. Stood just outside the door is the Iron Lord, a monstrously huge Golem with massive rending claws and enormous mandibles. Alarm bells are ringing and it turns to regard the group. Fortunately for them it is very slow and Artemis races for the door slamming the Key of Time into the lock.

The doors begin to close but the creature is so massive it might yet wrench them open. The group go into overdrive. Artemis smashes the creature away from the door and Assamber promptly freezes it solid. Fundamental Ice empowers his sorcery and he drinks deep of the Black Lotus Juice. The doors slam shut with a sound of inevitability.

*cut scene*

As the doors close Azhanti finds himself stood before the gates of Vulcan’s most ancient temple. The fires burn but he can feel the warmth of the Primoridal within. He enters into the presence of Vulcan for the first time in his life. “KNEEL BEFORE YOUR GOD!”

“How, you are dead, this cannot be happening.” “You stand outside of time child, here past, present and future meet. I speak to you from the past. Submit yourself to me, KNEEL BEFORE YOUR GOD!” Slowly, reluctantly Azhanti prostrates himself. “The World turns Azhanti, this Age is ending. Soon will come a new Age and I find myself in need of a Champion. Serve me and know my blessings, give up these foolish ideas of supplanting me. Accept your destiny.”

He pauses, to give up what he has worked for, the offer is tempting but ultimately he cannot do it. He rejects the offer. “So be it, you are still my child, let us see what fate brings. I make you another offer. Children of Mael have stolen a Dragons Egg, find it and I will fill you with my power in your fight against Darius.”He agrees and quickly finds himself back in the Chamber.

The Ritual Darius has enacted to conjure his Demon Lord requires great power and it is slowly building, the Gates feeding from the stone. The group spread out and prepare to counter it. Unfortunately a miss step results in a surge from the Gates and demons spew forth. Battle is joined while Assamber maintains the Ritual. Morn wades through his enemies hammer swinging and each time it strikes the Spire rings like an enormous bell. On the third blow he finds himself spinning away, dropping through the Earth into the embrace of Maran Gor, the Primoridal of Earth.

*cut scene*

“You have awoken me child, why?” Morn looks puzzled, “Bwu?” “You use my Hammer, forged by my hands in the Temple of my Body. You have awoken me and it is good to stir once more. The end is coming, now is the time for action. I require a Champion Human, the Hammer has chosen you and I offer you that position.” There are questions, Morn now doubts all Gods and is reluctant to be bound to another so soon.

“I decline” “ So be it, I offer you a boon, my Temple has been overrun by a Child of Vulcan, a Dragon named Infernus, free it and I will bless your efforts.”

Accepting readily Morn finds himself back in the Chamber surrounded by Demons as Assamber completes the Ritual. The Gates reverse, chaos which was pouring into the City is now sucked back. Nearly half of the Cabals demons disintegrate and outside there is much cheering until the Ship of Death is torn apart and crashes into the harbour. All three Dragons turn their attention to the battle.

The Pashtun witches are blasted from the sky and flames are alight all over. Meanwhile outside the Spire the mass of Demons which remain turn their attention to the City. They cannot enter the Spire, its walls are impervious to all mortal sorcery. They prepare to descend on the rebellion Warriors when they are brought short. Yusmida the Betrayer has brought his ghostly warriors as required by their compact and spectral warriors clash with soul rending demons.
__________________

Session 11: Death is only the Beginning, Part 2

Act 2: The Rebellion Strikes Back

In the confusion of battle our heroes steal across the Plaza to the iron bound door of the Armoury. Using the Key which Alias gave them they burst in on the guardians. Brutish Cabal warriors, armour plates bolted to their skin and madness in their eyes crash against them while a Cabal wizard, set to guard the entrance utterly fails to confound them with his sorcery. From a murder hole a Cabal archer sends vials of sizzling acid crashing in to the room but he is quickly countered by Assamber who has finally thrown off the stifling shackles of Lokarnos sorcery. No longer does he limit himself to the powers of storm and thunder, now all the elements are at his command and he sends fiery death through the murder hole. The guards are quickly dispatched and the group consider their next course of action.

Two routes present themselves to Belmondo the Artificer’s workshop, a Hallway known to be trapped and a Trophy Room. They choose the latter and find the living statues of Belmondo’s victims, trapped in stone and deadly to boot. What’s worse is that the room features an elaborate mural showing the Cabals victory in taking the City which routinely steals the senses of those present letting the statues throttle their victims to death. Morn invokes the Hammer of Maran Gor and smashes much of the ensorcelled wall while Assamber rakes it with thunder and lightning. The statues are then soon dispatched.

The party debates. Do they push on for the Artificer or take a diversion and raid the Cabals store of weapons. They choose the latter and quickly disarm the magical glyphs protecting the door. Once inside they are confronted by a Cabal Golem which proceeds to kick them around the room. As they crash about vials of acid and clay jars of explosive flame explode and burn. The Golem has massive resistance to damage and the explosions are taking their toll on our heroes but finally it falls apart. They loot the room quickly uncovering many treasures. Vials of acid and jars of fiery death are the least of their hoard. Morn recovers a set of enchanted Dwarven Plate while Assamber recovers fundamental ice, drawn from the depths of the northern ocean and vials of Black Lotus Extract, the possession of which brings a sentence of death from the Cabal. The Lotus greatly expands the mind of any sorcerer inhaling it but at the risk of addiction, madness and death.

Pressing on they find the main hall deserted. The Cabal wizards are on the roof contending with Dwarven Astrologers while their Golems are being dismantled. The group pass below into the Workshop, a vast open space filled with bellows, forges, stone tables and a pair of Iron Golems. Belmondo is there as well, together with two Cabal wizards. He appears to be packing as the Golems load strange and sundry materials into two huge iron bound chests.

“Ahh, welcome, you must be the people who have caused Darius so much trouble. I assume you are here to kill me but I have a counter offer.” At that moment the Golems strike, crushing the two Cabal Wizards beneath metal fists. “Now that Darius’s spies are out of the way we can talk. Let me go and I will give you the passwords to enter the Spire.” There is more discussion. Belmondo has not crossed their path before so the only black mark is that he is a member of the Cabal. He also has two Golems and one of the caused them a lot of problems. They agree and he quickly steps into a ready teleportation circle vanishing. No doubt he will appear again in the future.

The group head below into the Armoury’s teleportation chamber. Five arcane circles are present and they quickly disable the four which lead to the Cabal Towers. Preparing themselves Assamber invokes the Linked Portal Ritual and they vanish. They do not appear where they expected and instead find themselves sat around a campfire, a small wizened and tattooed man sits across from them. He introduces himself, he is Utu Kamla the Elder, the first Wizard and he has an offer for them. He exists outside of reality, a part of the stream of magic itself and only when they used the Ritual could he contact them. He offers to aid them against Darius if they agree to save the Library of the Ancients. It is besieged by Chaos and he fears that his legacy to future generations will be lost. They agree and they find themselves stood in the Chamber of the Spire.

*cut scene*

The wizard Darius enters the hold of the ship of Death. As he goes he negates the wards which hold the creature inside the ship. Reaching the hold he shatters the final binding on the ancient stone coffin and flees. In the distance the Dragon Riders of Arkhosia bear down on the City.

In the West the Witches of the Kireshi perform their magic. Between them stream the murderous rogues hired by Nabonidus. Adventurers, killers and thieves, they are rotten to the core but have been drawn here by promise of limitless gold. The Kireshi place seeds from the heart of the Shrouded Oasis between the stones of the Plaza and whisper long lost sorceries to them. They quickly grow and spread and poisonous vines slither through the corrupted woods and around the Tower of Sorcery. Demons wake from their sleep to find themselves being choked to death but the Cabal is alerted. Necromancers hurl soul eating flames into the woods and men begin to die.

As the Dragons approach the Harbour the Ship of Death swings away from the dock breaking its moorings. The lid of the stone coffin is pushes aside and the mummified corpse of Darius the First emerges into the open air for the first time in two centuries. He activates the ships defences and several masses of bone and metal clamber onto the deck on spiky legs. The ship heads toward the approaching dragons and then into the air. Seeing the threat two of the Dragons move to intercept and battle is joined, incinerating flame against age old necromancy.

The third Dragon passes by and as it does so another ship takes to the air. The Windrunner, the ship of Alias, agent of the Order of Transcendental Inquiry. On one hand stands Kallista Antarion, on the other the Artificer Belomondo. The Dragon banks past them and descends on the City flames belching from its throat.

Session 11: Death is only the Beginning, Part 1

We played the final session at the Heroic Tier tonight and I have to say it was awesome. We budgeted for a double session length to make sure we finished and still just managed to finish everything on time.

Tonight marked the final confrontation between the Cabal and the Rebellion/Players, a fight they have been building towards for the entire game. Who rules in the City of Kings will be decided today. Before that one or two final loose ends need to be tied up.

Act 1: Old Friends and Troubled Times

Morn makes a trip to the Temple of the Unfettered God and the Priestess M’Kemba. He wants answers, his God has broken their bargain and he wants to know why. He starts off all coy but M’Kemba seems to be on to him. She can sense his doubts. He calls in a favour he was promised for allying with the Cult of the Eternal, he asks M’Kemba to commune with his God to find out why he was abandoned. She agrees, reluctantly and begins her ritual dance. As it reaches feverpitch the spirit of the God infuses his priestess. Morn confronts him, the Spirit rebukes him. Morn rejected him, not the other way around. He spurned his power for the false power of Maran Gor and rejected the protection of his God due to his lust for Kyia.

There is a tussle, M’Kemba is thrown down, with a cry she draws a rune etched blade from the Altar, “If he had rejected you would he have had me create this!” Runes for freedom are etched on the blade and its power is apparent. Struggling with indecision Morn makes up his mind. He strikes at the Altar with the Hammer of Maran Gor. M’Kemba tries to intervene and the blade is shattered, the Priestess stunned on the ground. Morn, with his normal implacability, executes her for her false promises.

Night cloaks the Tower of Mael, Temple of the Sea God. Artemis is sleeping soundly when he is roughly awoken. Kallista, his half sister, stands over him. “I have come to tell you I am leaving, I owe you that much but no more. I have joined the Order, we should not meet again.” As she leaves she turns, “There is one thing you should now. I know where the Heart of Ashura is. Althea took me to the House of Blood, the home of the Hu’Maa the Vampire Lord. He has it. I would have told you but I didn’t want you to do something stupid and get yourself killed. Now it would be better if you did. If we cross paths again I will kill you.”

The next morning the Sun fails to rise. Darkness flows from the Spire which is cloaked in purple flames. The City falls to panic and chaos. People try to flee but a sandstorm blows from the desert to the south and the Harbour is choked with boats. The Temple of Mael is in uproar as rebellion warriors gather and receive their orders. In the false murk of night they steal through the City to their appointed positions. When the sandstorm hits the City then the attack will begin.

As they turn to leave our heroes are greeted by a visitor. The doors of the Temple creak open and a monster stands there. Eight feet tall, gangly green skin with protruding ivory tusks and dressed for winter the creature introduces itself as Vintu. The name is known to Assamber as one of the first children of Mael, possibly the last of his race. To Azhanti his name is a nightmare to scare children. He destroyed the first Dragonborn Empire and send the Dragon Gods to sleep with a magical Ice Age. He has an offer, he will aid them in the fight against the Cabal in exchange for the Key of Time. He explains that he cannot enter the Spire, it is the entrance to the Labyrinth and it is hungry for more immortal prisoners. Much hurried discussion ensues but ultimately they agree.

He withdraws and they head out to the Armoury and the Blood Market in which it is located. As they approach the Market Assamber notices two tall pale figures lurking in the doorway of a brothel. They are children of Hu’Maa, the Vampire Lord and they beckon them across. In a fit of possibly unwise trustworthiness they head in to the building. The ancient withered Tiefling Vampire sits on luxurious cushions surrounded by the bodies of staff and visitors to the brothel, their neck wounds very obvious. He has an offer for them, something which will be common to this day. He will aid them in their battle against the Cabal if they agree not to interfere with his operations in the City. More hurried discussion ensues and finally they say yes. He also advises them that Darius has unearthed a splinter of the Membin Stone, the Spike of Law which holds the Universe together and he is using it to fuel his ritual. He advises destroying it.Finally the group reach the edge of Blood Market and prepare themselves for their assault.

*cut scene*

In the skies above the City Pashtun witches ride flying carpets. Around them dance howling Djinn and terrible Efreeti. They have raised the powers of the desert to wipe the corruption of the City from the face of the earth. The Storm hits the City, gale force winds send blasting sand whipping through the streets and all is confusion and chaos. At the Blood Market a building falls into the earth opening a gaping hole and a phalanx of Stone Dwarves emerge to clash with the Golems. Hard faced killers slip through tormented alien woods and in the distance three winged figures grow ever closer.

Friday 5 December 2008

Session 11: Death is only the beginning

Change is coming to the City of Kings, as inevitable as the turning of the tide or the rising of the sun. At least it would be if the sun had risen this morning.

Panic has gripped the City and its people huddle in their homes or flee to the port desperate to seek escape from the darkness. Rumours are rife, some say that Darius is preparing to unleash a demonic plague on the City, others that Hu'Maa, the Vampire Lord plans to consume the population and turn everyone into his everliving thralls. Prophets of many Gods proclaim that the end of the world is nigh with each promising the path to salvation.

The forces of the Rebellion are finally gathered. Now is the day to finally destroy the Cabal which has shattered so many lives. In the Spire Darius, Master Demonologist, prepares to bind a Demon Lord to destroy the Rebellion once and for all.

But not all is necessarily as it seems. Other, older, forces begin to stir. A Conjunction is coming, an alignment of powers which draws many to the City hungry for the opportunities such an event brings.

In the dark hold of the Ship of Death an ancient evil begins to stir, roused to wakefullness by its children.
In the Shrouded Oasis the remnants of a long dead Primoridal screams in pain as its children seek revenge on those who slew him.
In the distance Dragon Riders of Arkhosia bear down on the City, eager for blood and death.
In the Temple of Mael a Pact is struck between two old adversaries.
From the far south Dwarven Astrologers come, reading signs in the stars.

Finally in the depths of the Labyrinthe a mad God dances eager for his release.

Into this Chaos come our heroes, a most unlikely bunch, whose decisions will ultimately shape the future.

Sunday 23 November 2008

Session 10: Beginning of the End Part 2

Scene 4: the Ambush

Taking this as their cue the group springs its trap striking at the Grub who seems stunned by the backlash. The violence is swift and deadly but he recovers quickly. As the Ritual progressed he has slowly taken on his true form, a mass of blubbery flesh and tentacles. As he wades into the fight he reaches out with the last remaining power of the ritual and awakens a leviathan, a child of Mael sleeping at the bottom of an ocean trench. “Finally I will have my revenge on the Lokarnos for the wrongs done to my father.”

Seeing the risk Assamber urges an all out assault against him. Things are never so easy. The Grub conjures the icy chill of the lightless depths of the ocean around him and his flesh golems wreak a bloody path. Assamber drops an Ice Storm but it hampers his allies as much as his enemies although it does imprison some of them in Azhanti’s blade barrier. Morn sunders the golden chain imprisoning Kyia who promptly begins blasting away at the Grub for the indignities he has heaped on her.

For a time things look bad. Cassius draws blood with every blow of his spear and seems able to reach anywhere on the battlefield until Assamber freezes him in place. The Grub freezes those around him and tries to seize control of the bodies of enemies rupturing their organs and blood vessels. Morn, mostly immobilised for the fight, absorbs blow after blow from the Golems but finally manages to wreck one before going down himself. A few desperate prayers later he is back on his feet and swinging but so is the Golem, reanimated by the Grub.

Things are beginning to look desperate. Most of the groups healing is gone and the Grub shows little sign of stopping. The guards are down but the Golems seem hard to stop. Cassius is pressing Azhanti who seems close to dropping. Lightning crashes around the room and powerful winds swirl from the storm outside. Another huge wave crashes against the Temple but this time it brings with it something other than driftwood and sea spray. Akaran Trak’Ar has arrived to take vengeance on his old nemesis, dressed as a Warlock Priest of Mael he unleashes a barrage of sorcery against him.

Things get more confusing. Artemis takes his chance to rid himself of his hated enemy and tries to drives Trak’Ar off the balcony on to the rocks below. He fails and then redoubles his efforts against the Grub. Azhanti manages to bribe Cassius into switching sides and he charges the great blubbery mass. Finally unable to bear the weight of attacks against him Artemis plants an arrow in his great central eye and with a sigh the Child of Mael collapses into a disgusting mass of stinking fetid flesh. With the Grub dead the Leviathan slowly sinks back into its oceanic trench.

Scene 5: The Betrayal

Kyia throws herself into the arms of her father, overjoyed that he would risk himself to rescue her. Here at last is vindication that she is not just some playing piece to move on a political map. He does love her. Morn can see the love and happiness shining in her eyes and he sees it turn to grief and hate as Artemis plants an arrow in his back. She turns to Morn, furious, “Kill him” she snarls into his mind as around his wrists and throat Blood Tattoos burst to life chaining his mind to her will. “Kill him!”

Morn surges towards Artemis and smashes into him mace first. He pursues him time and again seeking to bring him down. A small voice in the back of his mind calls on the Unfettered God to preserve him. His God, who promises his worshippers freedom from all such bonds in exchange for their oaths does not answer. That voice sounds very small and very alone, like a child calling out in a vast empty cavern.

Acting quickly Azhanti moves to put a stop to things. The flat of his axe crashes into the side of Kyia’s head and she collapses unconscious to the ground as her father dies. Shaking himself from the fugue Morn looks around in confusion. His God has abandoned him, everything he once believed is a lie and the woman he might once have loved has betrayed him. He walks over to her unconscious form and gently picks her up. Stepping on to the balcony he casts her down onto the jagged rocks below.

Scene 6: The Meeting

It is several hours later and the Temple is still. Acolytes are busy scrubbing up the Grub from the floor of the main Temple while their Priest and his friends meet with the leaders of the Rebellion in the chambers below.

Antonius and Marat Kesh are both there. An olive branch is offered and accepted. Old wounds are healed and a place on the rebellion High Command is offered to Artemis. He accepts it and takes the position of General. Together they begin to plan their final attack against the Cabal. They know they don’t have much time, they must secure the Spire by noon tomorrow or the Dragon Riders will decimate the City.

As they discuss the disposition of Kireshi Witches and Stone Dwarves Catalia, mother of Artemis and senior priestess of the Cult of the Eternal collapses screaming in pain. “The Spire, oh by all the Gods, what is he doing.” In the distance the Spire can be seen lit up like a candle, cloaked in putrid purple flames. “Darius seeks to open a gate to the Abyss, he would conjure a demon lord to fight the Emperor, you must stop him”

*cut scene*

The Iron Lord Walks

In the great market of the City of Kings stands a massive stone building. It is called the Armoury and it is home to Belmondo the Artificer, a leader of the Cabal. Inside he works day and night on the creation of newer and more horrifying machines of war. On top of the building stands an enormous metal statue, covered in a cloak of iron. It is twice the size of any other Golem possessed by the Cabal. Rumour has it that the creature beneath the iron cloak is alive and that it watches over the City but few believe that, until tonight.

With a crash the iron curtain falls and the monstrous Iron Lord walks. A mass of metal, claws and scything mandibles it carves a bloody path through the City to squat in the doorway of the Spire to protect its master and allow him to complete his terrible ritual.

Session 10: Beginning of the End Part 1

Scene 1: Flight of the Windrunner

Welcome back to the City of Kings. Matters in the Dragonborn camp move apace. A new Warlord is chosen, Balasar the Huntsman and the army prepares to withdraw.

Now, however, we turn our attention back to the fate of Artemis, Pashtun Ranger. Having left the meeting with the Rebellion he has lost himself in the flesh pits and gambling dens of the City. As all must do eventually his finds himself washed up in the Palace of the Grub where every sin of flesh or soul is available at the right price. Losing himself for several days he is rudely awakened by an insistent knocking at his door.

Bleary eyed he welcomes his visitor, Alias Windstorm, member of the Order of Transcendental Inquiry and renegade Wizard. He is highly agitated and being out in the day, especially here, puts his life at great risk. He comes to the point quickly, “It’s time to get out Artemis, everything’s going to shit here. The Dragonborn have broken with the Emperor and he’s sending Dragon Riders to raze the City. I came to warn you before I leave and to give you these.” He throws a small leather pouch on the bed. “This is a sending stone, if you do survive use it to contact me. I know you are likely to do something stupid so here is a key to the Cabals armoury and a map of the layout. There’s a map of their forces in there too. If you do manage to take them down let me know, I am sure I can make you a good offer.” With that he is gone, as quickly as he arrived.

Scene 2: The Binding of the Betrayer

Again we cast our minds back, but only a little way this time, to last night, in the Temple of Mael, where Assamber pores over the spellbooks of the sorceress Althea. As he reads them things become clearer, the words to a ritual form themselves in his mind. He snatches up the skull they took from Althea and a name springs to life, Yusmida, the Betrayer!

Gathering his things he heads out into the night. The components for the ritual must be bought, ground human bones and the blood of an innocent man wrongfully accused. The night market is a den of vileness, hags and witches rub shoulders with necromancers and demonologists. Slavers and drug pushers work with kidnappers and bounty hunters. The market is tolerated by the Cabal because it is watched over by Hu’Maa, the Vampire Lord. His children keep order in the market and even the Cabal do not dare to test their power against that of the Vampire.

Making his purchases Assamber hurries homeward. Glancing back he notices the necromancer he bought his goods from frantically gesturing to one of the children of the night. A keening wail goes up as several of them begin to close on his position and he flees. Desperate to escape he takes to the tunnels but they clearly know them better than he does and his illusions do not fool them. He is quickly caught and taken before their master.

Hu’Maa is cloaked in shadows and is most interested in just what Assamber intends to do with the Skull of Yusmida the Betrayer. Yusmida was castellan to the last Centurion King and betrayed him to the Cabal. For his crimes he was cursed and now wanders the Halls of the Shattered Throne as a ghost. The Skull can be used to summon him but Assamber does not possess the power to compel him. Seemingly amused by his temerity Hu’Maa provides him with a scroll, The Binding of Yusmida, a ritual designed to compel the ghost if he will not work with them willingly.

Returning to the Temple Assamber gathers his friends and prepares the ritual. Human bone marks out a sorcerous circle, black candles sputter fitfully in the darkness and the blood slowly drips onto the skull. Thick smoke rises and the form of the short pudgy eunuch emerges out of the fog. “You are no Cabal wizard, why have you summoned me?” Steeling himself against the apparition Assamber rises to his full height. “I seek you help to overthrow the Cabal, will you help me” The ghost regards him with hate filled eyes, “Release me from the power of the skull and I will do as you ask. Smash it into pieces and I will bring death to Darius and all of his kind.” He shakes his head, “How can I trust you Betrayer, your reputation precedes you.” He begins to read from the scroll. “By the power of the Primordials I bind you”, as he chants glowing chains of magic wrap themselves around the ghost. Assamber inscribes the runes of the five Primordials on his smoky form, he rages and screams, skeletal claws thrust across the barrier to be seared by necromantic flames. A battle of wills surges throughout the cellar but, at the last, Assamber is victorious. Yusmida departs, subdued, leaving behind nothing but the stench of the grave.

Scene 3: Mael Awakens

We return at last to the present and the plans to deal with the Imperial Legions bearing down on the City in the Lokarnos City Ship Behemoth. Assamber has concluded a deal with The Grub. Together they will raise the power of Mael to drive away the ship. What the Grub doesn’t know is that Assamber plans to kill him once the ritual is done. Of course the Grub has a surprise of his own in store.

The Grub arrives dead on time carried on his Divan by his Flesh Golem bearers. He also brings Cassius, his personal guard and a number of men at arms. Finally comes Kyia, beautiful Tiefling Princess in little more than a gold bikini and attached to him by a slender golden chain.

They gather in the Fane of the Temple, open to the sea. The Ritual begins and together Assamber and Mael call up the powers of the ocean depths and the storms. Assamber can sense the heart of the Temple of Ul-oo-thee, God of the Lokarnos, Lord of Stability and Stagnation. Alarms have sounded, temple priests rush to perform the Rituals of Becalming and deep in the heart of the Temple something dark and malignant awakes. Everything is going to plan, the tides have turned, storm clouds have gathered and Assamber prepares to divert the very currents of the Ocean against them when Azhanti interferes. He draws on the power of the storm and his own God Vulcan to strafe the City with lightning but does so clumsily. They are detected and the malignant force at the heart of the Temple becomes aware of them. It brings its power to bear and they are all buffeted by psychic winds. Crying out in pain Assamber finishes the Ritual and sends a pulse of magical power at both the ship and the Grub.

Thursday 20 November 2008

Session 10: Beginning of the End


Matters in the City of Kings continue to move at a pace. The allies of the Rebellion are nearly all in place. The Dragonborn army has withdrawn and events conspire to deal with the Arkhosia legions which lie just off the coast. The time to strike against the Cabal will be soon, only a few small matters remain to be dealt with.

The Grub, that most odious and contemptible of creatures must die and, in killing him, our heroes will rescue Kyia the lust of Morns life. Akaran Trak'Ar, head of House Trak'Ar and father to Kyia is also on the hit list. One way or another his feud with Artemis will end. Finally our heroes must find a way to mend fences with the Rebellion or perhaps break some heads.

This night promises to be a particularly violent one. Blood will run in the sacred halls of Mael for the first time in many many years.

Meanwhile in the Spire, Darius, Master of the Cabal schemes. He can feel the threads of destiny pulling more tightly around him. Not one to sit idle he begins his own preparations for the conflict which he knows must come soon.

Sunday 9 November 2008

Session 9: The Long Road Home Part 3

Thunder at the Gates of Time

Feeling secure in his new position Azhanti decides it is time to move against the Warlord Najentus. He learns that the Warlord has gathered his forces more quickly than expected and is already marching on the City. Acting quickly he calls a meeting of the Clan Council, the only group which can challenge the decisions of the Warlord. Four members currently make up the Council. Najentus has maintained his place on it despite his elevation to Warlord so that he can block any attempt by the Council to stymie his ambitions.

In a move designed to challenge his authority Azhanti calls a meeting of the Council of Five.

The group return to the City the same way they left and quickly find themselves in the Temple of Mael. A message arrives for Azhanti, Najentus wishes to meet with him in private before tomorrow’s meeting. He decides to go and takes Morn and Assamber with him. His two companions must wait outside. As they watch the tent of the Warlord the serpent priest Sheol emerges and glares at them. Inside Azhanti learns much of what has been happening.

Najentus explains much of his plans. The ancient Dragonborn Empire of Arkhosia has been reborn and its Emperor now sends his armies out to conquer the world. Five legions of imperial shock troops lie just off the coast in the Lokarnos City Ship Behemoth. Once the Cabal have exhausted themselves destroying the Rebellion then they will strike. The Legion will seize the docks, disable the defences and Imperial Troops will sweep into the City. A new Dragonborn King will sit on the Throne and he will need a High Priest he can trust. The humans will bend their knees to Najentus and the entire Tiefling race will be given to the Emperor as his slaves.

The plan is audacious but Azhanti is persistent. He stresses the need for the Warlord to respect the traditions of the Clan and restore the Council. He pleads on behalf of the Rebellion to aid them against the Cabal before taking the City for the Dragonborn. His makes an impassioned case and gives even Najentus pause for thought. He promises to think on the matter and reconsider at the meeting tomorrow. As Azhanti leaves the tent the Veni serpent priest emerges from the shadows “Should I kill him?” “No, not yet, he might still be useful to us.”

With much still to think about Azhanti, Morn and Assamber make the rounds of the Council members.

Xaltotun, the Warlock, meets them in his disturbing tent filled with bones and body parts. He is an aged Dragonborn, almost a mummy and was in Azhanti’s vision of the future. His command of the elements is prodigious but he is quickly swayed by promise of the Cabals sorcery and the possessions of Darius, their leader.

Tanith, High Priest of Vulcan presents a more difficult task. Humans are forbidden from entering the shrine and he has strong loyalties to the Warlord seeing him as the best hope for their people. His faith is shaken when Azhanti reveals the Warlords offer to replace him and his association with the forbidden Veni priests.

Balasar the Hunter welcomes them into his tent. He has heard of their victory over a Dragon and is keen to hear the tale. He offers to have its hide enchanted with powerful sorcery. He has many doubts about the Warlord but is reluctant to counter his orders. He respects the line of command and fears for the morale of the Legion if its commanders quarrel. Ultimately he agrees to help only if the other Council members do and only if the Warlord position returns to its ancient roots as a leader in time of war only.

As night closes in Azhanti spends his time walking amongst the common soldiers of the Legion speaking of the faith of Vulcan. Morn settles in with a group of Warriors and together they swap war stories. As he listens to their talk he is left with the distinct impression that the Dragonborn army will be on neither side in the coming conflict (Azhanti hasn’t been sharing with the rest of the group).

Assamber returns to town. At the Temple he finds Torvad Nom, the Hidden Priest from the City Ship Behemoth waiting for him. The Behemoth stands only a short distance away from the city and has 5000 Dragonborn warriors on it waiting to invade. He advises Assamber to flee before fire and death engulf the City. Desperate to stop this Assamber takes the plunge. He visits the Grub, a child of Mael and asks for his help. The Grub represents the darker side of Mael, the Lord of Monsters as opposed to Assambers vision of him as the Lord of Change. There he learns that the Cabal came from the continent of Arkhosia where once they enslaved the Dragonborn until they rebelled against their cruelty.

Concerned about the presence of such a large army the Grub agrees to help. Together they will perform a ritual powerful enough to drive away the ship so it cannot make landfall. The ritual will take time to prepare and news of what is happening still has to spread. Assamber contacts Morn who speaks with the Rebellion.

The next day Azhanti meets with the Council. He faces down Najentus and forces him to accept a new member onto the Council to take the place he should have vacated. Then the difficult work begins. Azhanti seeks a change of policy, the Warlord refuses. The serpent priest is brought before the Council and makes many threats. The authority of the newly returned Emperor is questioned and Najentus comes close to being deposed by his own council. At the last moment he relents in the face of strong opposition and agrees to withdraw the Legion to test the Emperors strength. If he is who he claims to be then he will be able to land his troops without their aid.

Incensed at the about face Sheol acts. He murders Najentus where he stands, poisoned blades piercing his throat and vanishes in a cloud of darkness promising dire retribution.

*cut scene*

The Imperial Palace of the Emperor of Arkhosia

A palace mage in robes of crimson enters the chambers of the Emperor. “My Lord, the Warlord has failed us, the High Lightning Clan retreats from the field.”

“So be it, unleash the dragon riders, I will see the home of Reptos reduced to rubble before this is over.”

Session 9: The Long Road Home Part 2

The Path of Lightning

Having returned from the Dragons Cave one task still remains to Azhanti. He must face the current Voice in the Ring of Fire and walk the Path of Lightning. No voice has ever simply stepped down for a successor, the title must be won by force of arms.

The Priests of Vulcan gather around the sacred circle. Their ceremonial axes crash against the hard volcanic rock and a pillar of lightning arcs down from the sky to stand in the centre of the circle. Azhanti waits patiently as Nihlil makes his slow and painful way down the steps, age weakening his steps. As he reaches the bottom he casts away his staff and lets his robe slip to the ground. As he takes the ceremonial axe the years slip away from him and he is, once again, the young warrior who fought many times in the arena. He raises his axe to his old pupil, “defend yourself, you will receive no quarter” and he surges to attack.

The two circle each other and their axes clash again and again. As they do lightning courses through the circle enveloping them both. Each time it strikes a new vision is shown to Azhanti. First, his meeting with Nihlil in the arena who would teach him so much; second his long days training in the temple; third his first meeting with Humans who tried to cheat him of what was rightfully his; fourthly a vision of the future where the Primordials loom large in the background and five indistinct figures walk before them. Lightning pours through the circle, Nihlil’s axe bites again and again and only Azhanti’s faith and magic sustain him. As the vision of the future fades he turns and strikes, Nihlil slips, age betraying his limbs and the axe buries itself in his chest. As he falls away into death he whispers one last piece of advice to his old student, “only you can stop the Warlord now, remember your training.”

Lightning takes hold of him for one last time and a vision of the far future opens up. Azhanti makes his slow way up a winding mountain path to a Temple. The last stage of his quest for Godhood is before him, he must face Vulcan in his First Temple and wrest control of the winds from him. As he makes his way up the mountain he passes an old man leaning on a staff who calls to him as passes. “Think about what you are doing my young friend, are you sure it is worth it...” He ignores him and walks on.

As the last spark of lightning fades Azhanti finds himself alone in the Circle. All around the Caldera the thunder of Vulcan rumbles proclaiming his new Voice but to Azhanti it sounds hollow and powerless. The body of Nihlil is gone, only the Mantle of the Prophet remains. The Priests of the Temple kneel silently surrounding him.

Session 9: The Long Road Home Part 1

Into the Depths

After the difficult meeting with the rebellion leaders Artemis heads off into the City fuming (the player missed the session). Azhanti receives an urgent message from the Temple, the Warlord Najentus has invested the Temple with his troops and is trying to supplant the Voice of the Dragon, Azhanti’s old mentor.

Fearing the consequences the group gathers at the Temple of Mael and prepares to go to Nihlils aid. Assamber has recently mastered a new ritual, the Linked Portal and Azhanti provides him with the design for the Temple of Vulcan. After a day of furious scribbling and redrawing the circle is ready. A great coiled dragon covered in runes is outlined on the floor of the Temple. Invoking his powers the dragon animates and swallows the group teleporting them many miles to the west, into the volcanic caves of Vulcan’s temple.

Immediately the alarm is raised. No human has ever set foot in the sacred precincts before but Azhanti bullies the lesser priests into accepting their presence. He is brought before Nihlil in the heart of the temple where he rests beneath a great statue of their God. The two renew bonds of an old friendship while Martek, pawn of Najentus watches with hateful intent. The unpleasant spell of burning acid wafts down from his two hooded companions.

The next day the Temple Priests gather at the great gates to the underways. Those who seek the position of Voice must first receive the blessing of Fulmenus, progenitor of the Clan. He lies coiled deep below the volcano and the aspirants must reach him and stand within his jaws. The worthy will be blessed with his breath, the unworthy will be eaten. At the gates there is much posturing between Azhanti and Martek who reveals his companions as Seeping Poison Dragonborn, a clan long thought lost. Morn puts his imposing bulk to good use and stares down the normally steadfast Martek.

As the gates open both groups head in, each seeking to be the first to reach the Chamber of the Dragon. All competitors are fair game until such time as his jaws open to accept those who seek the position of the Voice. Our three heroes make their way through the lave caves quickly and quietly. Assamber puts his magic to good use conjuring a glowing map of their travels to avoid getting lost in the twisting passages and the group make good time reaching the crumbling chamber well ahead of the competition.

The Dragon is enormous even with only its head visible. The Chambers shudders with the sound of its heartbeat and the breath from its nostrils sets a wind in the tunnels strong enough to bowl over a strong man. The group decide on subterfuge putting the Hat of Disguise to good use. Azhanti disguises himself as Assamber who takes up a position well in cover. As Martek and his servants arrive they fool them into believing that Azhanti has fallen. Seeking to brush them aside Martek makes his way to the Dragon when they spring their ambush. The fight is fast and furious. As they battle the dragons breath grows quicker and more deadly. The chamber shakes with his awakening and all of the combatants are thrown around. Rocks crash down from the ceiling, sections of the floor collapse and poisonous volcanic gas vents into the chamber.

Martek proves his skill in battle and as a leader of men. The twin serpent priests ply their deadly trade but Sobol is kept out of much of the fight by Assamber’s magic eventually being hurled broken and bent into a handy pit. Morn sustains massive damage with Martek determined to remove him so he cannot interfere. It is not enough, the healing power of Morn and Azhanti combined keeps him alive and Martek on the back foot. As the Dragons Jaws open Assamber sends Martek hurtling into the back of the room with a mighty fist of ice while Azhanti leaps in. Pulling himself free Martek makes one last desperate dash for glory but is cruelly struck down by Morns Hammer. As the Jaws close Azhanti gives him the nod and the spike crashes down on Marteks skull ending his ambitions.

Alone in the darkness the smell of ozone and the feeling of being trapped is almost overwhelming. Azhanti finds himself the focus of a power far greater than his own. His worth and his mettle are tested, his every flaw exposed, examined and weighed in the balance. Through it all one things runs though his mind, "are you worthy.” The answer is always the same, “yes, I am ready.” Sensing amusement at his presumption he is expelled by the Dragon and bathed in lightning. Fulmenus accepts him despite or perhaps because of his audacity.

Returning to the surface they are hailed as heroes, Azhanti has been accepted by the Breath of the Dragon and Morn and Assamber are considered honorary Dragonblood, they have felt the touch of Fulmenus.

Thursday 6 November 2008

Session 9: The Long Road Home


In the City of Kings the loose alliance of men, Tieflings and Kireshi hangs in the balance. Tempers have flared and much remains uncertain. Now however a new threat thrusts itself to the fore. Nihlil, aging Prophet of Vulcan is dying and the Warlord Najentus, allied to the Cabal, seeks to usurp his position.
If the pawn of Najentus dons the Mantle of the Prophet then the Warlord will achieve total control of the Clan. Fearing what that would entail Azhanti prepares to return to the Temple, his home for much of his life, to stand in the Sacred Circle and seek the Mantle for himself.
Three trials await anyone seeking the Mantle. First they must receive the Breath of the Dragon, the Blessing of Fulmenus. Second they must face their challengers in the Circle of Steel before fnally confronting their own demons on the Path of Lightning.
Azhanti does not return home alone, Morn and Assamber are with him but it remains to be seen how the isolationist Dragonborn will react to strangers in their midst.

Sunday 26 October 2008

Session 8: The Key of Time Part 2

Night falls and the group return to their sleeping quarters to rest and recuperate. It is not to be and they are woken by screams in the night. Enemies have broken into the Temple, scaled serpent cultists swarm through the darkness and a scaly serpent priest (looking remarkably like a Dragonborn) seeks to flee with both the Key of Time and Artemis’ mother.

Fierce battle is joined. The priest tries to escape but cannot, Assamber freezes him in place and Artemis disarms him of both his prizes. Cultists die in their droves and poisonous weapons find homes in flesh. Ultimately outmatched and bereft of his targets the serpent priest flees. Investigating the shrine they find Diana, handmaiden to the High Priestess sobbing over her corpse. She has been murdered by the serpent priest. Diana is grief stricken and she demands that the Key be returned as the most sacred relic remaining to the Cult.

The group are reluctant to hand it back. It has been stolen once before from the Cult, there is no guarantee they can keep it safe. Diana is insistent. Artemis’ mother comes round and supports her. They still refuse. As he examines the body of the High Priestess Morn finds Diana pressed close against him. Her scent is intoxicating and her words ensnare his mind. “Bring me the Key.”

He cannot resist and easily knocks Artemis to the ground taking the key to Diana. Smiling as she takes it she raises her hands and unleashes fiery death against him hurling him backwards as he recovers from her mental seduction. The Shrine breaks out into violence, Diana reveals herself as the Succubus Sinestra who nearly killed them in Nabonidus’ home. Her Efreet come at her call again and she traps Azhanti and Morn in the small shrine with a wall of fire. Seeking escape she flees outside where she is stopped by Assamber who rugby tackles her to the ground. Again and again they roll backwards and forwards, Assamber clinging on for dear life. Morn destroys the side wall of the temple and they engage the Succubus again. Calling her Efreet to her she tries to immolate her enemies but she cannot overcome them. Finally she falls to Assamber who drives his thumbs into her eyes and freezes her brain solid.

Collapsing in exhaustion, utterly spent they are taken into the tender arms of the Cult. Once again wounds are tended, burns healed and reserves replenished. In the days following the group recover and the Cult makes ready to leave. The journey out of the Oasis is much less eventful than the one into it and as they head to the City the group take a chance to check on one or two things they left behind. They find that Isaac has once again failed to become Chief of Clan Antarion and they wave at all those who told them they would never return from the south.

As they enter the City Artemis refuses to take his mother to the home of Trak’Ar as agreed. Instead he imprisons her in the temple of Mael where they fill in Nabonidus on events. A meeting of the Rebellion leaders is called in the cells beneath the Arena.

The group arrive quickly and find themselves meeting the leadership of the Rebellion. Trak’Ar is there as well and accuses Morn and Nabonidus of being involved in the treason. Tempers flare, voices are raised and many claims made by all sides. Trak’Ar insists on the return of his wife, Artmeis refuses, Morn complains they are shown no respect, Azhanti makes a plea for unity and Antonius is offended by the groups obvious prejudice against Tieflings. Trak’Ar demands Antonius returns his wife or their deal is off and Assamber assents to her removal from the Temple if she wishes it. At an impasse the group leave and matters remain tense between all concerned. Morn tries to smooth things over with his old ally Marat Kesh but it doesn’t seem to help.

As they leave Azhanti receives news, a sorcerous message.

“Najentus has invested the Temple, Nihlil is close to dying, come quickly, bring help.”

*cut scene*

Not far away on the Plains of Cadiz the Dragonborn legion gathers. In the central tent the Warlord Najentus dismisses his officer’s reports of supply trains and weapon stores. Turning he regards the serpentine figure prostrate before him. “You have failed me, the Emperor will be most displeased. Now we will have to take more drastic measures. Go, if you fail again do not bother to return...”

Session 8: The Key of Time Part 1

Having secured the aid of the Dwarves the group turn their attention to the Kireshi and Artemis’ mother. She is hidden in the Shrouded Oasis, a place of mystery and danger deep within the great salt flats of Gods Fall. Securing more riding lizards they head across the burning sands to a meeting loaded with conflict.

Reaching the edge of the flats they are stopped by a patrol of Kireshi nomads. They have orders to take them to their leader. More trekking across burning hot wasteland brings the group to a small encampment. They are brought before Three, one of the most senior male Kireshi. He has heard about the Bow of Ashura and quizzes them about where they got it and what else they took from the Tomb. Learning of the theft of the Heart he becomes despondent. The Heart was the price demanded by his people to help the Cult of the Eternal defeat the Cabal. Without it there will be a war his people cannot win. With it Ashura, the despotic Emperor of their prehistory will rise and subjugate the continent.

Seeing little hope with either option Three insists that the Bow at least remains. If it enters the Oasis then the Circle of Women will learn of what has happened and chaos will result.

Taking a spare bow for Artemis the group head out into the desert looking for the Oasis, mulling over what Three has told them. Desert crystals are manipulated which show a path to one of the old Temples of the Light. A ritual is enacted but something goes wrong, the Oasis is found but so is a giant worm. The group flee, panicked, into the jungle Oasis almost immediately losing their bearings. A hard trek leads them through the homes of carnivorous apes, through caverns of man eating plants and finally an escape across a hastily completed vine bridge.

They descend into the peaceful island retreat of the Cult of the Eternal battered, bruised and weakened. They are greeted by gentle white robed priestesses of the Eternal who soothe their hurts and feed them sweet fruits of the jungle. Artemis speaks to his mother who tries to convince him that it is her decision to return to Trak’Ar but he cannot accept it.

The group are invited to dine with the High Priestess. More chatter is had and more secrets are revealed. The Cult of the Eternal was betrayed to the Cabal by Althea; Sopias lies bound beneath the Spire and is kept there by sacrifice of the blood of the Centurion King who has been missing for 300 years; Trak’Ar seeks to place his daughter on the throne as Queen; The Cult holds the Key of Time, the only device which can control the great doors to the Spire and the Cult has finally decided to move. They will be coming with the group when they return to the City.

Saturday 25 October 2008

Session 8: The Key of Time


Having secured the help of the Dwarves out heroes turn their attention to the next task, finding the Shrouded Oasis, home of the Kireshi and refuge for Artemis' mother.

The Oasis is a mystical place, sacred to the Kireshi. It is the last remnant of their Empire, hidden away in the heart of Gods Fall, the burning salt flats they call home. Few travellers have ever ventured there, most are turned away by the Kireshi before they come anywhere close. Those few who have reached the Oasis and returned tell of a land filled with dangerous monsters, murderous vegetation and temples to Gods best forgotten.

Now Artemis must go there, find his mother and return her to the man who raped and abused her...

Sunday 12 October 2008

Session 7: Discussion

OK, session 7 had a number of excellent points I wanted to touch on briefly.

First, we had the tracker of doom. The group knew that they only had 10 minutes to rescue the dwarves before Paldemar arrived. Before the game I set up 100 poker chips, one for each round in three colours, 50 green, 30 blue and 20 red. If they rescued the dwarves in the green section they could get away scot free. If they dipped into the blue then they must face Paldemar but at a place of their choosing. If they ended up in the red then they faced him somewhere of my choosing. At any point when they still had chips left if they weren't in combat they could run away leaving the dwarves behind.

The idea was to use it as a tension setter, to see time trickling away and also a way to push people to make decisions quickly. Any hesitation or time wasting would result in lost chips. I also used them for the short rest effect. In general I ignore the 5 minute short rest requirement as being pointless, if its a new scene they get their encounter powers back. In this scenario I charged them 10 chips.

Fortunately for them the group blasted their way through like nothing I have seen before. The first room was cleared quickly and they pushed on into the boss. He didnt prove too tough but the battle against the Sorceress was tense as the group were trying to conserve time and not renewing powers. Morn had his best tanking run yet, surrounded by three enemies and Artemis went all Crouching Tiger dancing on the heads of dwarves.

In the end they cleared the place fairly quickly, still just in the green zone. They could have left easily but Assamber was all for killing Paldemar and grabbing a chance at his legacy item. They decided to ambush him in the room he arrives in, a fairly small and cramped area. The trick with the Hat was inspired and I reduced the number of allies he brought with him as a result.

The battle with Paldemar was about as one sided as I have ever seen. The players are down on a lot of healing surges but he cannot get away from Morn and Azhanti. The Void Spectres reduce the players to at wills but all of Paldemar's powers are Ranged and so provoke an AoO. Assamber also gets him trapped in a Bigby's Icy Hand so he cant even relocate somewhere. One level 9 elite and two level 6 normal mobs go down very fast and Assamber claims his legacy item.

I have given it a potentially broken property so its set as a playtest version at the moment. He can chose an encounter power of his level -10 (minimum 1) and make it an at will. Very strong, possibly too strong, time will tell.

The flight through the caves follows our normal pattern of skill challenge for exploration and the players introduce all sorts of interesting elements. Mushrooom forests, underground rivers, ancient lurking evils and the Bridge of Kazad Dum! Morn has been desperate for his Gandalf moment to break a giant stone bridge with the Hammer and now he finally gets his chance.

I give the system yet another twist. Previosuly I have had one sort of penalty for any failed check on the challenge, I now start introducing different penatlies for different skills. Failed athletics result in tumblin cave ins while failed nature checks has swarms of venemous spiders. It works well and is something I will be using in the future.

I also throw out all of my hang ups about appropriate primary skills. Assamber wants to use history to get the dwarves to remember any hidden or secret ways to home. I say yes but the route passes through an area they once imprisoned some lurking undead monster. We agree, the dice hit the table, he fails and the group are now running for their lives from some undead horror.

The session with the dwarves is primarily just played out with the odd diplomacy check to guage some reactions. I drop various hints about events for the Paragon and Epic tier although it isn't anything I havent mentioned previously on our game message boards.

Overall I would rate this session as one of our best. Next week will I think be better, more game reveals and Artemis and his mother finally have a talk thats been coming for many years!

Session 7: AP Part 3

Many burly dwarven guards surround them, skin the colour of liquid iron. The grey dwarves are taken away and the group confined in a guard house. After a while they are brought out, their weapons confiscated and then marched into a great cylindrical council chamber. Eight seats sit high above them with only three occupied. Silver, Gold and Bronze dwarves regard them while in the shadows the sounds of more watchers can be heard.

They are quizzed at length about who they are and why they are here. There is much resentment that they have brought the grey dwarves here, they left these Halls long ago and it seems are not welcome back. Morns association with the Unfettered God also seems to cause a bit of a stir but is mollified apparently by his possession of the Hammer. The group make their pitch for help.

Or they would have if Assamber didn’t first ask them to accept their grey kin back. This is cause for more muttering and discontent. Added to the Bonecracker clan they brought with them things look bad. All is not lost however and both Morn and Azhanti show a rare turn of diplomatic skill. The group are dismissed while the Council deliberates.

The next day two members of the Council call to see the group. Master Astronomer Finnest brings them to his observatory, a huge chamber of hanging gantries and giant telescopes. He explains how he spends his time watching the stars, looking for the meaning of events through their movements. He also fills the group in on much of the current difficulties with the dwarven nation.

The giants are long gone, left to fight a chaos army which punched a hole in the sky dome. They tried to wake the Dragons tro fight but it didnt work and so the Giants marched to War, one group to the breach and the other to the lost continent of Xen'Drik. Without their masters to give them direction dwarven society is fracturing. There is no-one left to operate the soul forge and replace dwarves who stop working and no Giant to appoint new Master Crafters when old ones fail.

Some dwarves remain hardline traditionalists believing the giants will return. Others begin to waver, unsure of the future and even more rebel. Some have even left their homes for ever, giving up the Immortality granted by their nearness to the Forge. These are the Grey Dwarves and, having left their people it is said they may never return.

They also meet Master Smith Hortense. He is very interested to learn about the Cabal’s Golems. He does not believe they are dwarf crafted, they are too small and ungainly. He seems reasonably impressed with the group despite their obvious shortcomings as humans. He allows Assamber access to their equipment so he can reforge his old staff and craft the dragonskin he has been carrying around into something useful.

The next day they are called before the Council. The dwarves agree to intervene to deal with the Golem issue. Such creatures should not be in the hands of those who serve Chaos. When the Rebellion starts they will be there to help. The stars will tell them when the time is right. The group are dismissed. They are lead away to a barge which ferries them underground out of the mountains and back into the desert.

Next stop, the Kireshi and Artemis’s meeting with his mother!

*cut scene*

Earthhome, the Chamber of the Ruling Council of Eight. “This is a bad idea, no good will come of it I swear Finnest.”

“The stars have foretold it, there is no doubt in my mind. Hortense agrees, so the will of the Council is decided. Those who were lost have returned. The Soul Forge will burn again and the Stone Dwarves will rise. It is they who will meet the threat of Chaos not us and so we might survive.”

In the distance can be heard the screaming of many voices as molten rock covers flesh and bone.

Session 7: AP Part 2

Meeting up with Rothaar and the dwarven refugees the group prepares to flee into the under caverns. Paldemar’s apprentices will have rallied the guards and are likely to pursue them, if for no other reason than to recover his Staff. One problem still confronts them, the refugees won’t travel with Rothaar. He is to remain here, punishment for having lead Paldemar to the Bronze Warders years ago.

Morn is having none of this and promptly bullies the lot of them into accepting him. This will be a feature of this session. They flee into the tunnels led by the dwarves who know the way. The journey is not without incident. Cave ins and underground rivers block their way but they push on. Assamber leads them through a field of giant mushrooms with some unpleasant venomous spiders and then past the site of some ancient threat sealed away by the dwarves long ago. Their travels disturb the restless spirit and the group makes a run for it. As they make haste across a narrow bridge leading to the dwarven hold Morn takes his stand against the undead horror. Rebuking it with the power of the Unfettered God he smites the bridge with the Hammer of the Earth Titan barring its progress. As the group run for the doors they can see closing in from many side tunnels is a mass of howling shrieking beast men and their hyena allies.

The doors of the dwarfhold creak open at their approach and two burly guards step out. As the howling mass comes closer they demand to know who they are and why they have brought their “grey” kin with them. They refuse to allow the grey dwarves entry and the Bonecracker beastmen draw ever closer. Losing his temper Morn has another moment and bullies his way inside almost having to drag the dwarves with him. As the great doors slam shut the Bonecrackers throws themselves against them in a futile effort.

They are safe for now.

Session 7: AP Part 1

We played session 7 tonight and had a blast.

Following on from last session the group has cut a bloody swathe through the old dwarven fortress. They push on bursting into the next section expecting to find the guards unawares. They are unpleasantly surprised to find them quite ready, a barricade in place and an ogre brute and some raiders crashing into their flank.

The fight is short, ugly and violent. The guards are routed and the ogre slain but two of their enemies flee further into the complex. Paldemar must be aware of their presence by now and the clock is ticking on his arrival. They push further inside looking for Murklemor’s chamber only to find him waiting with more raiders. Morn and Azhanti form ranks in the doorway which lets the Captain take pot shots at both of them with his sweeping halberd. Azhanti is up and down like a yo-yo but eventually the captain falls. During the battle crossbowmen try to pin them down from behind but are stymied by Assamber and Artemis.

Spending a moment to get their breath they try to decide where to hit next. They have enemies behind them holed up in a guard post and the dwarven slaves ahead of them with Paldemar’s apprentice. Focusing on the goal they push forward. The sorceress is prepared for them and brings her corrupted earth elementals to bear. Artemis gets surrounded but dances away across a slave pit on the heads of the dwarves. Morn has the fight of his life surrounded by multiple enemies but this leaves the others free to focus on the Sorceress. Things are dicey as she warps their perceptions with mind altering magic and sears their flesh with fire and brimstone. Heedless of her servants lives she catches them in her own spells. Things look grim for a while with Artemis near death while being pressed by a guard and Azhanti blind and knocked into a slave pit but they pull through.

They capture the Sorceress and throw her guards to the dwarves. She tries to plead for her life but hesitates at the wrong moment so Morn caves in her skull. A quick bit of investigation reveals the remaining guards have fled. Paldemar will arrive shortly and they must decide what to do, stay and face him or escape with the prisoners. They come up with a cunning plan!

Azhanti dons the Hat of Disguise they found on the doppelganger and uses the speaking stone they found in Murkelmor’s chamber. The others lay about the room spattered with blood and gore. They convince Paldemar that his guards have defeated the group and seized many interesting items. Intrigued Paldemar tells them he will arrive shortly.

The group decide to ambush him and many different locations are considered. Finally they decide on the chamber where he will arrive. Azhanti and Morn take up position inside with Artemis and Assamber in adjoining chambers. In a burst of magic Paldemar arrives but he is not alone, two memory stealing void spectres are with him and they begin to suck minds with gusto. It is all in vain however, Paldemar, trapped in a confined space surrounded by enemies with no room to bring his magic to bear cannot withstand the assault and is soon slain. Assamber takes his Staff as a trophy and the group head off to their rendezvous with Rothaar.

Thursday 9 October 2008

Session 7: Masters of Fire and Iron

Our group of heroes have decided to overthrow the evil Wizard Paldemar and free the desperate dwarven slaves he has imprisoned and abused for the last thirty years. Some might say this is for obvious reason of high heroism and out of a desire to do good. The more cynical might suggest is has more to do with the offer of reward from the dwarf Rothaar. The truly jaded might see it as a ploy to obtain leverage over the mountain dwarves who they need to help them deal with the Cabals iron golems.

Whatever the reasons they have attacked the Citadel and made great headway. Two of the forts have fallen apparently with no alert being sounded. Now they plan their assault on the keeps ruler so they can release the slaves. Of course, the clock is actually ticking and Paldemar will arrive perhaps sooner than they expect. If that happens expect everything to go to shit very quickly.

Sunday 5 October 2008

Session 6: Discussion

So Session 6, how did it go?

Personally I think it was our best session yet with the possible exception of the first. We had lots of interesting bits of character development and interaction together with some highly entertaining and tactical combats. A few key pieces for me:

Azhanti decided to multiclass into Warlock. Mostly this is because he finds the Cleric Utilities wholly underwhelming. He really doesnt need more healing, the group is absolutely dripping with it. The Fey Pact (flavoured to elemental desert spirits) is also very fitting for him. His ultimate goal is to overthrow and ultimately devour his own God and replace him. He is starting to gather allies in the form of disgruntled spirits pushed to the very edge of extinction.

The convincing Udun and the travel through the Badlands was handled as a skill challenge which we have used several times before. I had set up Udun to have some auto success options (offering him food and wine) which Assamber ran with without even realising it. Matt is just a genuinely nice guy and that always come through with his characters. It has created some tension in the past (not KO'ing minions) but its nice to see it pay off occasionally as well.

The section in the Hall was cribbed largely from the Thunderspine Labyrinth module. I have stolen various parts of the setting and the name and added a variety of conflicts between the residents and quests. I also heavily reflavoured a bunch of stuff. I didnt want the Dwarves in charge of the hold so they and the orcs got shifted to various human scum. I also knew something as silly as beard spines would produce only mockery from my group so instead they got little glass vials of acid which worked much better.

The group turned down the chance to help the Tiefling, not really surprising given their feelings on Tieflings. They did decide to take on Rothaars quest to kill his treacherous brother and try to free his people.

The Chewi manouver is one we have used several time before in different games. Its an old one but a classic and the gate guards weren't very bright. Assamber also bluffed like a madman despite not having the skill. The fights throughout the first area were fast and brutal. We had a time limit of 10pm so were motivated but I am continually impressed by the speed of 4e combat, especially for a group not really used to it.

The section in the Great Hall was interesting. Artemis had been scouting ahead and had successfully locked one sleeping guard in his room with some Thievery shennanigans. We have a tendency to introduce stake setting into any game we play and D&D is no different. If he succeeds he gets info on the layout of the upcoming areas. If he fails something bad happens, generally a guard walks in on him or an alarm is raised. His Stealth roll was a 1, miserable failure. He surprised a slave who managed to alert the whole place.

Of course he could have remembered that Udun blessed them when they left allowing each of them one reroll but he didnt...:)

The fight with Rundarr was great fun. Stinking Cloud is very dangerous, as are criticals from magic great axes with the high crit property. Rundar was an elite with 180 HP, he lasted maybe 4 rounds and suffered about three criticals.

We also had our first use of the "stunt point". So far we have had a few people stunting in combat but it can sometimes be difficult, either because different people have different ideas of what should happen or what is cool. I have given each player a "Stunt Point", like an action point. It lets them have a go at some unlikely combat move without an option for sayin "no." It might not work, it might be really difficult, it mgiht be a "yes but" answer but the player gets to choose. They work like action points and encourage players to go for the more dramatic rather than just using a power.

If only Artemis hadnt fluffed his stealth roll the main building might still be blissfully unaware of their presence.

Finally, one of the best things about this session was that we fitted the entire thing into about 4 hours. It didnt flag at any point, everyone got to be invovled and interested even when it wasnt them "on stage" and the pacing was great.

Session 6: AP Part 3

The group decide to use what has now become known as the “Chewie maneuver.” Assamber disguises himself as one of Paldemar’s apprentices with Azhanti in chains. They hope that will get them inside before anyone realizes the trick. They have a master key for the place and a map provided by Rothaar but they know they can’t have anyone raise the alarm. If Paldemar is alerted then he will arrive in no more than 10 minutes, the time needed to teleport into the complex from his hidden stronghold. If that happens they are probably toast.

Amazingly the gamble works. They bluff their way into the main guard house and Morn disables the alarm gong before they know what’s going on. The fight is short and brutal and none of the guards even get close to escaping. Artemis goes sneaking further into the complex. He finds a guard asleep in one of the barracks and quietly jams the door lock. He also finds the smithy, getting an idea of the layout and who is there.

Another door is kicked in and the combat is again swift and deadly. Assamber freezes their enemies in place and while it looks like the Smith Urvol might cause some pain he eventually has to flee and is cut down. Having cleared out the first gate house they are feeling confident and push on to the Main Hall with what is becoming standard operating procedure. Artemis will scout ahead and the rest follow behind.

Unfortunately it doesn’t work this time. As he heads towards the Great Hall the door opens and a dwarven slave cries out in startled alarm, a tray of noisy crockery crashing to the floor. Rundar and his guards are alerted and battle is quickly joined. Things could go badly but Assamber brings briny death down into the room and Azhanti easily holds off the guards who try to attack them from behind.

The lackeys are disposed of quickly, one tries to run for it but icy death at Assemblers’ hands awaits him. Rundarr finds himself choking in the poisonous cloud and beset on all sides. As he begins to rage he expands growing to the size of a Giant and crushes Morn to the ground. Unfortunately he doesn’t realize that this just makes him madder. Azhanti sets the flame of Vulcan in his heart and the power of the Unfettered God spurs him forward. Rundarr can’t keep him down and Azhanti nearly severs his leg at the knee with a massive critical. Unable to withstand the assault he falls. As he collapses he shrinks, first into the form of Rundarr and then again into a grey hairless creature with bulbous eyes wearing a silver circlet.

Gathering up the circlet the group takes a breather, confidant that no-one knows they are here…

*cut scene*

The face of the Wizard Paldemar appears in the smooth obsidian sphere. “What do you mean intruders, who would dare to challenge me here?” Paling at his master’s anger, Murklemar, Captain of his Guard tries to explain. “They struck viciously and without warning my Lord. If my scout had not come to warn me we when the Great Hall was breached we would not have known until they were upon us.”

“Silence fool. Your incompetence will no longer be tolerated. I will arrive shortly to deal with these matters personally.”

Session 6 AP: Part 2

Heading into the darkness the group can hear the howls of hyenas behind them and the grinding of metal on metal. The tunnel twists and turns and they descend far into the earth. After what seems like hours it opens into a cavern, light glowing from stones set into the ceiling. The sorcerous light reveals a veritable town, buildings litter the floor haphazardly, a tower is built into one corner and an underground stream spills into the cave and disappears into the rock.

Looking around the group quickly come on Rothaar’s Taproom, the very name they have been told to watch out for. A stockade next to it provides comfort for their riding lizards as they make their way inside the smokiest smelliest dive filled with all the worst sort of people. The group feels right at home and soon intimidate themselves a table in the middle.

Unsurprisingly they attract some attention. The first shock for the group is Rothaar himself, a Dwarf although unlike those they saw in the murals. His skin is grey rather than living metal and he has hair and a beard. Not what they were expecting at all! Artemis tries the direct approach but without success while Azhanti demonstrates unusual tact and secures them a meeting later that night.

Assamber does some scouting of his own and chats away with a down at heel tiefling noble whose family was ousted from the city years ago by the Trak’Ar’s. He happily fills Assamber in on some history. Paldemar came to the city about 30 years ago and allied with the dwarves. He spent time exploring the undercaverns and in time found and took control of the Bronze Warders, giant bronze golems of bull headed men. By some treachery he invaded the dwarven hold and slew many, enslaving the rest. He freed Rothaar although he doesn’t know why. Now Paldemar controls the Hall and allows others to explore the ruins provided he gets first pick of any interesting artifacts.

Which brings things around to the point. The noble wants a group of skilled individuals possessed of discretion to recover an item he recently had confiscated. It is a bronze heart currently in the customs house guarded by Orontor, one of Paldemars apprentices and the ogre Bruug.

The group discusses their options. The tiefling is offering decent cash but they are wealthy enough already. He is also offering a favour from his house but that may not be worth much. Eventually they decide against and instead try and get what information they can from Rothaar. As the tavern empties he comes to talk to them.

The group is keen to learn about how to disable or control Golems. Rothaar claims he can’t help them, they need to go further into the mountains to find his people. He can provide a map but only if they help him. His brother Runthar betrayed their people to Paldemar and now serves as his aide. He wants him dead. If they kill him he will give them the map. If they free his people he will lead them there himself.

Session 6: AP Part 1

We played again tonight and I wanted to get the details down while they were still fresh in my mind.

The session opened with the group returning to the Clan Sietch with the body of Agamon, the former chief. His funeral will take a week to complete and they don’t have that long to wait. A new Chief will be chosen after a period of mourning and the group don't consider interfering in the process, a decision which may come back to bite them later.

Before heading South they discuss whether to try and invoke the spirits of the desert to slow the Dragonborn army. If they want to do it then Artemis will need to invoke their aid with the blessing of the witch Sybelle. This will cost him as his family is tainted by its association with the Tieflings. They decide not to and leave things be for now.

They head into the southernmost desert with a Clan Antarion escort. At the very edge of the Pashtun lands they are told of an old hermit, Udun, who lives on the edge of the Badlands who might be able to help them. Many people mutter about how they are mad and their bones will end up bleached by the sun.

Ignoring this sage advice they head out anyways. They find Udun living in a small hut on stilts surrounded by the bones of ancient creatures. He is a stunted and suspicious old shaman but quickly swayed by offers of food and wine. He tells the group of a way through the Badlands to the Forbidden City, a ruined Giant Hold now controlled by the Wizard Paldemar. The name is familiar to some. Paldemar is a former rival of Darius, leader of the Cabal, who was thought to have died in a power play 30 years ago. He warns the group that the City has become a hive of scum and villainy, populated by thieves, murderers, exiles and tomb robbers. He also gives them the name of a man he has heard of there, one Rothaar. He also warns the group of the People of the Rock, twisted bestial humans, one time slaves in the Giant Hold who now infest the Badlands.

As night falls Assamber and Udun talk shop, discussing magic item creation. The group have the hide of the dragon and Assamber is keen to create something from it. He leaves with the very strong impression that Udun is not quite just the mad old hermit that he appears to be.

Azhanti spends the evening meditating in the rocks. His presence attracts many spirits of the area, once desert powers who have been pushed to the very edge of extinction in this blasted wasteland. He opens himself to them and offers them power in return for their aid (Azhanti multiclasses into Feypact Warlock)

Setting off the next day the group head into the Badlands Their directions are generally spot on but some of their exploration isn’t. They disturb a grave ghost of the Beastmen and only just escape their ambush by the skin of their teeth. Fleeing into the mountain pass the pursuing creatures refuse to follow them. As night falls they enter the valley and see the ruined city built into the side of the mountain. The howls of hyena’s greet their arrival and they spur their riding lizards down into the valley and into the bowels of the city escaping their pursuers.

Monday 29 September 2008

Session 6: The Forbidden City


Having dealt with the problems afflicting Clan Antarion our band of "heroes" prepares to set off into the desert to find the Dwarves, a race most seem to think is mythical. They have but the slimmest of evidence, the writings and murals on the walls of a Giants Tomb. Some think they are mad for pursuing this path, no one has ever returned from the deep southern desert. Their bones, they say, still bleach the rocky stones of the badlands. Only time will tell if these myths are true or not.
What then is this evidence they rely on.
The Tomb of the Giant Crius was a massive floating barge made of balck granite. Within, the murals and writing told the history of creation, from a certain point of view, as well as the story of the Giant himself.
The images showed the beginning of the world, crafted by the hands of Maran Gor, the Earth Titan. They revealed the creation of the first race, the Giants, by her hand and the power of the Soulforge breathing life into them. The Giants spread across the world bringing civilisation and order to lands only recently birthed from the sea. In time they found they needed servants, those who would carry on their work and do their will. The Giants crafted the Dwarves from metals mined from deep within the earth. Some say these are the bones of long dead Primordials, others that they are the blood of the Earth Titan herself.
Whatefer the source the Dwarves were made from them. Short, powerful and possessed of the strength of the metal they were made of they quicly turned their hand to the crafting of many wonders. It was they who forged many of the Artifacts of the early age of the world.
Of course, nothing stays the same for ever. Over time new races rose and the children of other Primordials began seeking their own place in the world. Giant battled Dragon and Dragon fought Elemental and all of them fought the monstrous children of Mael.
Under heavy assault the Giants retreated to the mountains which encircle the world. There they fortified themselves against their ancient foes and there they have remained ever since.
Or so the stories say.

Tuesday 16 September 2008

Session 5: Experiences

OK, another session down, another chance to look at how the game ran and what lessons were learned.

The focus for this session was on Artemis again. He has a lot of plot hooks in his background and they are coming to the fore quite strongly. We got to meet a lot of his Clan members and some of them were rather strange. I need to remember not to overplay some npc's. The Shaman in particular probably ended up coming acorss as more kooky than creepy. I was particularly pleased to see him develop in this session and to see more of Azhanti coming out in his chat with the Witch.

The trip into the underways of the mountain went quite well. Assamber put his recently acquired brew potion ritual to good use in creating a poison detector (I dont bother with cash costs of rituals, making them more of a plot device). I again ran it as a skill challenge to find where they were going with the players describing the results of succees and I failures.

When I have done this before I have had failures result in an encounter of some sort. I didnt really want to bog this session down with inconsequential encounters so I planned to simply narrate their failures. They might flee from a nest of shadowhunter bats or get swept away by an underground river. The penalty for failure was loss of a healing surge. There were raised eyebrows around the table and a bit of sputtering but I reminded them of the power of the Viking Hat and they simmered down.

In the end I think it worked quite well and the players seemed to accept the idea. I wonder what they would have thought of the penalty for failing the challenge (arriving at the pumping station, losing 2 surges, expending a daily power of their choice and then getting surprised by the enemy).

The second part of the game was very cool. The group got to fight their first dragon in an ancient crumbling temple. Artemis pushing the Chieftain to join them did give me pause for thought even though I had introduced the idea with Isaac wanting to murder his Uncle. I had prepared some stats for them to join the fight but reconsidered at a late stage and had the npc's explore a different part of the temple. Fights can be complicated enough without adding in a bunch of npc's even if I did try and palm them off on the players at first.

I didnt bother to lay out the area befroehand, I simply dropped all of the temple tiles from that set onto the board and allowed everyone (including me) to lay down five tiles in order. When we had the map I also gave the players a list of special areas, hazards, pits, strange altars etc to add. I got to add one element for each they added. There were beneficial and harmful options and, classic for my group, they added a bunch of stuff to make life more difficult for them.

I have talked before about how wary I am of solo encounters and this was one against a level 5 solo dragon modelled on the young Black and Blue dragons in the MM. 260 HP, high defences and decent damage output had me slightly concerned, especially as it is an undersized group. Good use of tactics made the battle much easier than I thought it would be as the group hid in a narrow corridor where it couldnt get at the back lines.

Taking my cue from one of the players I had the dragon retreat and seal the corridor. The players got to recover their encounter powers but their daily effects ended and the dragon got to recover some HP and its powers. They came back at it hard and fast in a much more open environment and we played chase the god damn nippy Ranger until it went down. Splitting the fight up like this really made it feel much less like a padded sumo fight. Next week I am going to give waves of monsters a try and see how that works (I can hear the MMO comparisons already).

One thing that is becoming very apparent is that daily powers need some setting up before you use them or they become way too unreliable. That's tricky at level 5 in a 4 man group when you dont get a lot of bonuses to attack rolls. It may improve as they get more powers but in the meantime I may start throwing a larger number of slightly lower level monsters at them. That might also let Assamber feel that he is more than just a minion clearing machine.