Saturday, 19 December 2009

Session 26: All alone in the night


We played again last Sunday but I have been a bit slack in writing things up but here goes. We were missing Azhanti’s player but Assamber returned so a bit of GM handwavery later and the party was back together. Assamber has been off forging more links between the disparate human communities in preparation for his plans to rule over the free world as an immortal undead LichKing.


Scene 1: The Mists

However, back in dream the group has problems. The Heart of Sopias has fallen into the hands of Carnage, Lord of the Fomori and his host consuming the realm of Dream. The armies of the summer Court are massing and our heroes head off to the Realm of Nightmare to try and bring them into the war.

The journey takes them once again through the mists of the borderlands and there they experience further visions of possible futures.

Assamber witnesses the start of the next realm, one dominated by Mael and the forces of water. The oceans have covered the land and the body of the Kraken rises out of the sea a great throne of bone mounted on its skull.

Artemis returns to the City of Kings just as a horde of Dragonborn warriors march on the last holdout of humanity. At its head rides Azhanti on his last great Crusade but above the City rises a new power and the people begin to chant, Reptos, Reptos, Reptos, the Warlord, and Dominator of the entire World returns to contest the last of the elder races claim to existence.

Chiniko witnesses what will happen if Sopias is overcome by the Demon Lord feeding on his soul. The world is wracked by fire and death, demons wheel in the sky fighting over the torn remains of every living thing.

Morn witnesses the last battle at the end of time, our heroes gathered before the Menbim Stone where one world will end and another begin. Gods, demons and immortals battle for supremacy at the end of time and one by one our heroes fall, their weapons shattered. Morn, the last to fall, looks up as he dies and the sky above shatters allowing the full horror of Chaos once more into the world.

Scene 2: The Palace of Fear

Shaken by their visions our heroes emerge from the mists and above them looms the Palace of Fear, home to the Queen of Air and Darkness, mistress of Sopias and Queen of the Realm of Nightmare. Its gates yawn open but before they can advance they are challenged. Appearing on a ridge above them is Sirius, the doppelganger. He orders them to turn back or be destroyed. There is some witty repartee and then the killing begins. The group find themselves outmatched at first. Clumped up at the start they are a handy target for the sorcery of Sirius and his elemental allies which emerge from the rock and water. Air, earth, fire and water they inflict significant damage and Morn is unable to hold them off, his tiny mind crushed by Sirius’s mental powers or his body dropped, plate armour and all, into a small lake nearby. The tide however is turned when Assamber freezes several of the elementals in place and then drops a Wall of Fire on them. Sirius goes down shortly thereafter and then it’s just mopping up.

Filled with confidence the group heads into the Palace. No guards protect its entrance, all are welcome to enter but few find leaving so simple. The Palace is protected by the Queens magic and it forces those who lack the will to face their greatest fears. It has however been a long time since it has faced such formidable opposition. Chiniko laughs at the petty fears it produces and our heroes throw off the gloomy shadows which linger in the backs of their minds.

Reaching the doors to the Throne room they now face a more difficult challenge. The guardians of the gate, Lackey and Lickspittle, demand a price for entrance. Refuse and they have the power to eject any interloper, be they god, demon or hero. Each demand a memory, Lackey of the first woman one of them ever loved and Lickspittle the moment of greatest happiness. The group deliberate.

Assamber chooses trickery and convinces Lickspittle that the dreams of the black Lotus poppy, which he has been addicted to for some time, produce the greatest happiness known in the mortal realm. Lickspittle agrees and Assamber finds himself free of the poppy’s influence. Morn takes a more direct route offering his love of the Tiefling Kyia Trak’ar, his mistress when he was a slave. Agreeing Lackey takes more than his memory of her, he takes his hatred of the Tieflings as well. It remains to be seen what effect this might have in the future.

Having paid the price they secure entrance to the Queen. The chamber is vast, crafted out of ice with great iron cages hanging from the fog covered ceiling by chains. One has a living occupant, a rather disconsolate dark fey of foxlike aspect. The room is filled with the fey of nightmare, twisted malevolent looking creatures which howl and shriek at the groups approach. The Queen is tall, dark and statuesque, he throne protected by a pair of great armoured bears. She demands to know why they are here.

Chiniko sets out the situation, asking for her to join forces with her sister to oppose Carnage. The Queen is aloof and uninterested so he tries the more direct approach. As Avatar of Sopias he demands that she make herself and her armies available. Unfortunately she is not quite convinced that he possesses such a status, or that he ever will. In the blink of an eye she hurls him across the room, the mark of her hand burned into his neck and cheek.

Morn interjects, perhaps even saving Chiniko’s life from the Queens anger. He slyly suggests that the Queen might be reluctant as the weaker Court of the two. Perhaps the Queen remains here in her fortress out of fear. It’s a bold gamble, but it seems to work. The Queen tells them that, when they need them the forces of Nightmare will be there.

Scene 3: Let slip the dogs of war

The group quickly return to the Summer Court to prepare for War. The forces of Carnage have crawled closer. In the sky the great rift pulses and swells like an angry wound in the sky and across the land the Behemoth spread corruption and filth. A vast track lies behind it, the land there dead, it’s very essence drained and reduced to ash. Around the Behemoth great maggots, twisted giants and all the horrors of the Underdark swell. The armies of the Summer and Winter Courts gather and the Queen of Air and Darkness ascends to aid her sister in containing the rift. Our heroes make their own preparations and then the Horns sound and battle is joined.

The fighting is intense on all sides. In the skies flights of wyvern and griffon cavalry clash with swarming demons, knights of great renown battle giants on the ground and through it all our heroes bring their own peculiar brand of chaos; Morn dives into the thick of the enemy in a lightning strike to rescue the Princess Menandore who has ventured far into the enemies lines; Chiniko flits around the battlefield bringing Azhanti in amongst the hordes of undead blasting them to pieces with his holy powers; Assamber rides in the very van of the army driving great wedges through the enemy lines with his sorcery; Artemis ranges throughout the enemy camp assassinating their commanders and throwing the enemy into disarray. The outer forces of the enemy begin to collapse under the pressure being brought to bear but they are only the beginning. A horn blares out and from the mouth of the Behemoth march a horde of armoured Giants, the elite guard for Lord Carnage, King of the Fomori. They are a formidable force but still no match for our heroes and Chiniko clouds their minds allowing the group and a small force of knights past the Guard and into the Behemoth. The Knights take up guard at the entrance ready to hold off all comers as our heroes enter the skull of the behemoth to face Carnage and his closest allies.

Scene 4: Carnage

The skull chamber is huge and dominated by an enormous throne. Great slabs of onyx are set into the eye sockets but even from here the floating forms of the twin Queens can be seen and felt. Carnage waits for them, his axe cradled across his knees. At his side towers a great mass of malignant elemental energy and off to one side cradling the bones of the dead squats a skeletal Cyclops, fire burning in its chest. Two giant warriors complete the ensemble facing our heroes.

Insults and threat are exchanged and it is quickly clear that no compromise is possible. The elemental surges forward crashing into the front ranks of the group and pinning them in the entranceway. Assamber acts quickly deciding to try and hold off the rest of their enemies and seals them off with a wall of fire. Unfortunately this does not stop the Cyclops from unleashing fiery hell in the cramped quarters and then the giants move into position. Things begin to look even worse as Carnage drives several of the group into their own wall of fire. Artemis manages to get clear of the enemy and Assamber drops a stinking cloud over several of them. Chiniko flits across the battlefield but ranges too close to Carnage who strikes him down. Morn finds himself trapped against the wall of fire between a giant warrior and the elemental monstrosity and its probing tentacles. Things are again looking grim but hope arrives from the Summer Queen who restores some of their strength.

Reinvigorated our heroes strike back. The elemental is destroyed and the Cyclops finds itself constantly trapped in the stinking cloud. Every attempt to pin down Assamber fails against some sorcerous defence or other and Carnage tries, and fails, to banish several group members to the shadow realm. Once the Cyclops and one of the giants fall it is only a matter of time. Carnage, outmatched and outnumbered is the last King of the Fomori. As he dies his army collapses and flees into the surrounding countryside pursued by the twin armies of dream and nightmare.

Scene 5: The Hearts Desire

In the Throne room everything has gone still. The Heart of Sopias is embedded into the chest of the Fomori King and Chiniko stands over his defeated enemy. He can feel the heat of the gem rolling through the room. There is an infection at its centre, an unnaturally heat, the rift to chaos. All he has to do is to claim the stone as his accept the power of Chaos and become the new overlord of Dream. The Twin Queens shall be his slaves and he will become the new Sopias. He rejects the offer and stuffs the Heart into a bag. As the group prepare to leave the Queen of Summer arrives. Her eyes are fixed on the Heart and desire fills her. She advances on Chiniko asking him to give up the stone. Sensing impending disaster he uses the ring which will take them all back to their ship. It does not work. The Queen is closer now, if she takes the Heart she will rise as a new force in Dream, supplanting both her sister and Sopias. Chiniko does the only thing he can; he reaches into the Book of Dreams and Nightmares and throws out two nightmares, one at each of the Twin Queens. In each they see the other in possession of the Heart. The Queen of Nightmares descends to contest with her sister and all around them the Behemoth begins to tear apart. In the nick of time the group are rescued by the Princess Menandore and a wing of griffon cavalry.

Free from the attention of the Twin Queens the group makes hasty preparations to leave Dream as quickly as possible. They have now recovered all five of the Hearts of the Primordial’s and their power is growing. They must reach the City of Kings as soon as possible. They take their leave of the Princess and beat a hasty retreat back to their own reality.

As they step through the gap in the wall they find things are not as they left them. Their ship lies on the ground a strange crystalline golem stood on the deck. Above them flies a second, larger, ship displaying the crest of the Imperial Arkhosian Fleet. A figure appears at the railing, one Artemis recognises. It is his sister, Kallista, who ran off to join the Order of Transcendental Enquiry. “Welcome back brother. The Emperor congratulates you on having recovered all of the five Hearts. Now please place them on the ground and move away. I would hate to have to order my lightning cannons to fire upon you.”

*cut scene*

In the City of Kings a storm has blown in from the ocean. Rain lashes down and lightning splits the sky striking at the Spire, the crystal tower at the centre of the city. Forces begin to converge on the City, ancient powers, dangerous and cunning. Power will be spent in this city soon and immortal blood will be spilled. Such conjunctions occur only infrequently but whenever they do there exists opportunity, for advancement, for battle and, most importantly, for revenge.

Monday, 16 November 2009

Session 25: Dreams and Nightmares

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

Scene 1: Home is where the Heart is

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

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

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

Scene 2: A Warm Welcome

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

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

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

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

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

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

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

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

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

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

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

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

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

Scene 4: The Palace of Summer

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

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

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

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

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

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

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

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

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

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

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

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

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

*cut scene*

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

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

Sunday, 1 November 2009

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

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

Scene 1: Flashback

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

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

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

Scene 2: The Caves of Chaos

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

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

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

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

Scene 3: Dealing with the Devil

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

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

*cut scene*

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

Sunday, 27 September 2009

Session 23: In the Coils of the Serpent Part 2



Scene 1: Bumps in the Night

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

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

Scene 2: Throwing caution to the wind

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

Scene 3: The Worm Turns

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

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

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

Scene 4: The Gauntlet

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

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

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

*cut scene*

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

Sunday, 13 September 2009

Session 22: In the Coils of the Serpent

Scene 1: The Dreaming Dark

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

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

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

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

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

Scene 2: The Serpents Coils

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

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

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

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

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

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

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

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

Scene 3: Fangs of the Hydra

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

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

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

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

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

*cut scene*

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

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

Saturday, 12 September 2009

Session 22: In the Coils of the Serpent

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

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

Session 21: The Night of Madness

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

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

Sunday, 28 June 2009

Session 20: The Dark Rises

Scene 1: The Fortress of Solitude

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

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

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

Scene 2: Mistress and Master

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

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

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

Scene 3: Catch it, no you catch it!

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

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

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

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

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

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

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

*cut scene*

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

Session 20: The Dark Rises


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

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

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

Sunday, 14 June 2009

Session 19: The Pool of Radiance

Scene 1: Into the Underdark

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

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

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

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

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

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

Scene 2: the Eye of Terror

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

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

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

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

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

*to be continued*

*cut scene*


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

Saturday, 13 June 2009

Session 19: The Pool of Radiance


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

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

Sunday, 24 May 2009

Session 18: Iceholme, Part 3

The Denouement

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

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

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

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

*cut scene one*

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

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

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

*cut scene two*

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

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

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

*cut scene three*

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

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

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

Session 18: Iceholme, Part 2

Scene 2: Temple of Shadows

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

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

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

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

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

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

Session 18: Iceholme, Part 1

Scene 1: Bedrooms and Beatsticks

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

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

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

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

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

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

Saturday, 23 May 2009

Session 18: Iceholme


Iceholme is a fragment of an ancient world long since lost to chaos, the last piece of the world of the people of Valberg. Once it was home to their Gods, the Twelve Lords of Storm, now they are gone, trapped in the rocks of the mountain and covered in glacial ice.
Their rage is great but they have a plan. Finally one of their children possesses the strength to wrest the Heart of Mael from the Temple of Iceholme and set them free. Unfortunately for Morn he isn't the only one who wants the Heart and Zirithian, a Vampire Lord also seeks it and has brought an army of undead, demons and humans to guard Iceholme while he tries to find it.

Sunday, 10 May 2009

Session 17: Heart of Darkness

Scene 1: Diplomacy, what’s that?

Having arrived in the City our heroes are faced with a mass of shambling zombies and their undead warlock commanders. They have the chance to run, to evade the slow moving creatures and vanish into the narrow winding streets of the City. Running however isn’t their style. Assamber strikes first, he traps the warlocks in a cage of lightning and blocks the zombie advance with a Wall of Fire. The others take pot shots from the side while Morn flies over the wall into the midst of the enemy. For a moment things look like they might go bad. Morn is surrounded by everything, Azhanti is dragged into the zombie masses which is also inside the Wall of Fire. A bit of Turn Undead and Solar Wrath later and the battle is nearly done. Bits of skeletal warlock litter the ground along with rotting zombie bodies. I don’t even manage to push anyone off the mountain, most disappointing.

Having dealt with the welcoming party the group decide to explore some of the nearby buildings. The best and nearest bet is a large tower seemingly unscathed by the battles. Arriving they discover it is the home of the Wizard Jalant, who claims to be Archmage of the City. He is keen to cleanse the City of the undead and offers to tell the group how to find the Heart if they steal the Orb of Storms from the Temple. He also gives them a few pointers on other points of interest in the City, quarters of the Chosen, Temple Buildings, a barracks and a few others.

The group decide to employ diplomacy first, heading off to the Chosen’s quarters. There they find a well fortified series of buildings held by the city’s elite warriors and a Tiefling Priest they have saved. There is much tension between him and Morn although the Priest appears to be genuine and has the loyalty of the humans there. Deciding there isn’t much to be gained instead they head to the barracks to speak to General Zaknoril.

At the gates the guards, being on high alert, demand the group hand over their weapons. The group refuse and Morn snarls them into submission. This gets them in to see the General but things go from bad to worse. Insults are hurled and he throws them out. Skulking through the rest of the City they head to the Temple. Keeping their heads down and staying away from the centre of town allows them to avoid the occupying forces and they easily make it into the Temple although Artemis does spot a dream dragon sunning itself on one building. Once inside they are ushered into the presence of Irilan, High Priestess of the Storm Lords.

Scene 2: The Bargain

Here things manage to go a little better. She recognises that their interests coincide, she wants the undead out of her City and their General, Zirithian, dead. He has taken up his base in Iceholme, a demiplane reached through a portal in the centre of the City. Things are going well despite attempts to disrupt the negotiations by Orontor, the former apprentice of Paldemar, an old enemy. Unfortunately Morn then opens his mouth and begins accusing the Tieflings of kidnapping people and selling them into slavery. The Priestess is evasive and seems reluctant to discuss the issue. She demands that if the group do work for her that they swear, on the Altar of the Stormlords, not to interfere with her running of the City on their return. More harsh words are traded as Chiniko repeatedly facepalms in the corner before an agreement is hashed out.

Irilan provides the group with Wyverns to fly down into the centre of the City to reach the portal before their enemy can react. They take to the air and wheel through the sky but their passage is contested. Vulture headed vrocks descend out of the clouds along with a flock of smaller twisted demonic forms. As they race across the city a tornado forms and pursues the group spitting lightning but to little effect. Battle rages across the sky and between the towers and bridges of the city. Artemis and Morn perform feats of athleticism while Azhanti and Chiniko call out their enemies position and bluff them away. Assamber climbs to the heights of the upper air and decides to use the opportunity to enhance the vial of Maels blood which he carries with the power of the Storms fury.

Outpacing the enemy the group quickly find themselves at the portal confronted by its guards, Lareen a Tiefling Vampire who betrayed her people to the invaders, he spawn and a wraith of the ancient king of the people of Valberg. Azhanti spends the entire battle mind controlled but the spawn are vaporised almost instantly by Assamber. The Wraith bears down on him but Lareen cannot withstand the group and withdraws with her wraith guard to plot her revenge. Taking control of the portal the group leap through to pursue their quest for the Heart of Maran Gor.

Scene 3: Iceholme

Having stepped through the portal the group find themselves stood on an icy tundra, freezing wind cuts through them and terrible voices are carried on the wind. In the distance they can see the ruins of an ancient City and Chiniko’s senses tell him the Heart is there. They begin to trudge across the frozen ground, swarms of biting undead flies descend on them and the ground in places has melted and turned to sucking boggy marsh. They persist however and the City soon comes into view over a low ridge.

It is a ruin, long since abandoned by its original people although it bears similarities to the City they have just left. A great trench has been built around it and it is filled with tens of thousands of groaning zombies. These are not the shambling mindless undead they have faced before but the souls of this worlds inhabitants trapped in rotting flesh. A single bridge crosses the chasm, a bridge formed of the bones of a long dead monster and a skeletal figure stands watch.

The group decide to opt for guile and hunt down a scouting party to ambush. Chiniko is set as bait with Artemis concealed in the nearby scrub. Azhanti watches from afar and completely misses which of them is the leader. Chiniko completely flubs his attempt to convince the leader of the patrol that he is part of an earlier patrol and Artemis is easily spotted. As they rush to the attack Assamber blasts them back and Morn totally manages to take out an irrelevant recruit and not their leader. Their trap utterly ineffectual the group quickly destroy the patrol and recover what they can of their clothing hoping to pass themselves off as a returning patrol. Assamber patches up some of the uniforms with a little magic and they set off. Unfortunately Chiniko’s run of bad fortune continues and when challenged to identify themselves gets so tongue tied that the guard attacks.

From under the bridge come a swarm of ghouls and skeletons and for a moment it looks like the group might be in trouble. This is very quickly follows by a mix of Storm Cage, Mire of the Mind, Turn Undead and Solar Wrath and what should have been a tough fight becomes a cake walk. Having swept aside opposition the group head into the City proper making for a section inhabited by a human army and what looks like a sprawling mess tent.

*cut scene*

Night has fallen on the Temple of the Lords of Storm and the Priestess Irilan is at prayer in the main Chapel. Footsteps disturb her meditations, “What do you want Oronto, I grow tired of your pointless visits. If your master cannot or will not help us then we will see how well you survive outside”

The Wizard bows before the Priestess, “I have brought you help Irilan, one who can save your City if you will let her. She asks only one thing, slay the strangers when they return and give her the Hammer and the Heart” A third figure emerges from the darkness, “You” Irilan snarls, “You should have known better than to return traitor” As she reaches for the Holy Symbol hanging around her neck her eyes meet those of the Vampire Lareen, “Rest now Irilan, you have much work to do if Morn returns”

Thursday, 7 May 2009

Session 17: Heart of Darkness


Our heroes have battled against Wintertop, holy mountain of the people of Valberg and home of their gods, the Stormlords. They have reached the summit ready to challenge what they are sure are the degenerate tiefling slavers exploiting the religious beliefs of the people and in so doing claim the Heart of Maran Gor. One or two of them also have their eye on a certain artifact held in the Temple, the Orb of Storms.

Unfortunately on arrival they are suprised to be faced by an army of shambling zombies, skeletal tiefling warlocks and vulture headed demons which all seem interested in throwing them off the mountain.

Will they survive, will they discover what has happened to the City's inhabitants, will they help them or throw them to the slavering undead hordes. Who knows, certainly not I!

Sunday, 26 April 2009

Session 16: The Dreams Dragons Bring Part 4

Scene 4: Facing the Mountain

The group returns to Valberg to make preparations to climb the mountain. The King happily provides them with supplies. Cynics might say that he was happy to do so as few ever return from the trip and Morn represents a threat to his Throne. The more generous might point to his request that the group search for news of the fate of his son who sought to find out why the Gods were angry with their people and has not returned.

As they head out Morn has a somewhat pointed conversation with the Queen. While not revealing what he learned from the Faces in the Rock he manages to muster his normal level of subtlety, like a brick to the face. If he does manage to return then it may be to a violent reception if the Queen has anything to do with it.

Wintertop is a huge mountain in a range of behemoths. The climb is steep and arduous and many dangers lie ahead. However, they have come as well prepared as they possibly can be and make good progress. Artemis and Morn prepare the group against the harsh weather and Chiniko brings his sorcery to bear to save them from an icy fall. Despite their prowess however the going is still dangerous. Narrow icy paths wind up the mountain side and blizzards and strong winds tear at their clothes threatening to fling them from the mountain.

Azhanti, as Voice of the Stormlord decides it is time to do something about the weather. Finding a promontory of rock he steps out to the very edge, the Mantle of the Stormlord flowing behind him. He reaches out into the storms above to calm the weather and ease their passage.

*cut scene*

In the Inner Sanctum of the Temple of the Stormlords at the very top of the mountain sits the Orb of Storms, an artifact of the ancient world. Here stands Irina, Tiefling High Priestess and Mistress of the Orb. With it she commands the weather surrounding the mountain. Now a new force has appeared to challenge her dominion. As she stands over the Orb lightning arcs from her hands to and from the artifact. “Show me this interloper” she demands and an image of Azhanti appears before her. “Let us be done with him” and she bends her will to drive him from the mountain. Azhanti fights back and letting out a primal growl he breaks the storms force sending the priestess hurtling back to smash against the wall.

With the winds eased the group makes better progress. Soon they are within sight of the Monastery of the Long Night, where those who would be chosen seek entry. A narrow and painfully thin bridge of ice stretches across a deep chasm. Assamber steps forward and slits the throat of one of their pack Yaks. As its warm blood steams on the frozen ground snarling steeds of shadow and lightning take form in the air. Mounting up the group make easy work of the narrow bridge and are welcomed into the Monastery as true Chosen.

Within is a strange and different world. Here they learn is where those who are chosen are brought. There are many caverns and tunnels burrowed into the rock and hundreds of people labor to grow food and provide for the needs of their Gods who dwell above. Some small numbers of the chosen are granted even greater honor, to serve the Gods directly in the Holy City. Two chances are given. First a contest runs for those who seek such a position, and those who demonstrate strength of arms, magic or wits are taken above to serve the Gods directly. The contest continues each day with victors chosen at the end of each month. The current competition is not due to finish for another two weeks and the group has no desire to wait, especially as new arrivals receive the marking tattoos of the Gods above.

They take option two, to face The Pit. Within a well protected and isolated chamber sits a shaft deep into the mountain. Many chambers and tunnels wind through the mountains roots and these are home to all sorts of unpleasant and dangerous monsters. Those who seek entry to the Holy City must enter The Pit and face whatever comes. Loaded into a rickety cage the group is winched down into the dark. Torches are dangled on chains to provide illumination and above a great gong is rung. The locals gather at the edge of The Pit to watch the spectacle.

The thud of heavy feet announces the arrival seeking its next meal, a massive hulking Cyclops armed with a tree trunk for a club. It rushes to the attack but Morn quickly intercepts it. As the battle rages more creatures begin to spill from the narrower passages and openings, horrible mutated creatures which prove capable of stunning their opponents and which deal great damage to the insensate. Unfortunately they prove less than hardy and are quickly dispatched. Meanwhile Morn has held the Cyclops at the gate which proves utterly incapable of breaching his defences (I don’t think I had rolled higher than an 11 all night).

As the beasts fall the crowd goes wild and the group are winched back up to thunderous cheering. Ursis, leader of the Monastery comes to congratulate them personally and after much celebrating the group are prepared to travel to the Holy City. They are escorted into the Shrine of the Stormlords, anointed with oils and the left alone. Only the favoured are permitted to see what happens next. As they wait letters of blue fire begin to form on the floor. It is a teleportation circle and, with some trepidation, the group step forward.

A flash of light and the group finds themselves standing on a raised platform reaching out over the very edge of the mountain. Above them the thunder storm rages and before them the Holy City burns. In the sky above vulture headed demons twist and writhe while the plaza before them is filled with great masses of rotting dead and undead. Seeing their arrival a host of Tiefling and Human zombies shamble towards the group threatening to push them off the mountain while in the central plaza three undead tiefling warlocks prepare to unleash hell against them.

*fade to black*