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!