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.
Sunday, 13 September 2009
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