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.”