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  1. - Top - End - #31
    Barbarian in the Playground
     
    DrowGirl

    Join Date
    Dec 2011

    Default Re: The Land of the Endless Sky [Pathfinder Campaign Journal]

    Chapter 19: Deeper into the Tower
    The party finds themselves inside a wizard's tower taken over by their nemesis. Will they be able to escape alive?

    The Gallery of Madness
    Spoiler
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    After spending some time deciding on the magic items they will have Brim make (later, because time is of the essence), the party heads down the door to the left of the way they entered. This room is a gallery of pottery and ceramic art pieces that have all been broken to various degrees. Some are completely shattered, leaving nothing but pieces, others are just cracked. The pots, vases, and urns are of all sizes and designs. Suddenly, the party hears a *click* in the ceiling above as Sin’s voice rings through the room.

    “Having fun mortal worms? This is the gallery of madness.” Suddenly portcullis slams down to block the only door. “Andarxen has a strange phobia of vases that caused him to smash them on sight. He always paid for the broken artwork, but collected them in this gallery to never forget his own weaknesses…or something, I don’t really remember and or care,” Sin continues but Groot extends his-branchlike arm to close the mechanism that allowed Sin to speak, much to the amusement of the party.

    Vosen goes to unlock the trap, but noxious gas pours out of the bars, enveloping him, Beinlein, and Groot in a mind fog that completely dazes them. On cue, three allips emerge from the walls, unleashing a maddening wail! Garo’s attacks are ineffective, but Azrael is able to hold them off while the dwarf and Lago rouse the rest of the party and defeat the insane undead.


    The Wizard’s Library
    Spoiler
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    Having narrowly avoided Sin’s trap, the party heads to the door across from the gallery of madness and finds themselves in an absolutely massive room. The ceiling, black as void, features glimmers of light that, upon analysis from Beinlein, mimic the constellations and are apparently moving in real time to appear as the night sky. Wooden platforms provide sturdy footing, but only ten feet or so across before plunging into a deep void below. Out of curiosity, Garo takes a curious look at the sides of the platforms and finds that they are huge book shelves, and this room is itself a gigantic library. Finding a tall ladder, Garo climbs down to the bottom while the rest of the party explores above. Down below, Garo lands on, not the floor, but piles of books that obscure what floor might be below his feet. Back above, Lago reads papers at a table made into a makeshift study, with parchment repeatedly scrawled with, “The Shadow Are Coming From The Walls.” Sensing danger, Garo is called back up and they cautiously jump across a small gap into the other available door.


    Valdur’s Warren
    Spoiler
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    The room here appears to be a bedroom, with a large canopy bed, shattered crystal ball, orrery of the planes, and seven paintings of Andarxen and his companions. The bed is slashed with large claw marks, and a leather-bound journal is found, written in Abyssal. Fortunately, Vosen is fluent and peruses through the reports of a demon named Valdur who doubts Sin’s leadership abilities and his ‘foolish reliance on story nonsense.’ Valdur’s accounts reveal that he is or was Sin’s lieutenant and commandeered this room for his own use. Furthermore, he sheds some insight on Sin’s psyche, namely that the harbinger is obsessed with continuing a legacy and has convinced himself that only a predestined group of heroes are worthy challengers. Valdur clearly writes this off as nonsense but is biding his time.

    The rest of the room turns up some useful magic items, and the discovery that the portraits are animated to say a pre-recorded phrase when approached, (especially the rabbit Drolkon who speaks, “BATHE IN THEIR BLOOD, RIP THE WORLD ASUNDER”). Lago takes the largest portrait in the center, featuring a young Andarxen off the walls and shoves it into the bag of holding.


    A Quick Break
    Spoiler
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    Since the side rooms have been thoroughly explored, the next logical step is to proceed forward, through a hallway that mimics the gallery of lovers, albeit without paintings. It appears that Andarxen was sure to save plenty of space for future paramours. Sin’s voice again appears through a mechanism in the ceiling and is again closed by Groot, checking occasionally to see if Sin is still taunting them (and he continues for quite a while). The hallway curves in on itself to defy gravity, much like the first room dedicated to River. It proceeds straight ahead but branches off to a short hallway with a single door. Outside is a bearded devil leaning against the wall!

    Sensing that the fiend isn’t aggressive since it clearly sees the party, they approach cautiously. The devil nonchalantly says that he’s taking a break from the excitement in the wine cellar beyond the door. When asked if they can go inside, the devil responds, “Sure, not my problem; I’m off the clock.” Beinlein and Groot remain outside with Garo while Azrael, Vosen, and Lago proceed inside.


    Barroom Brawl
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    The wine cellar has been torn apart and fashioned into a makeshift tavern for a veritable “who’s who” of the lower planes. Dretches, quasits, both bearded and barbed devils, a large vrock, and a female erinyes sitting alone in a secluded corner. The party gets some sour looks from the host of fiends but proceed up to a barbed devil playing bartender who agrees to fetch them some drinks. Lago takes note of the erinyes in the corner and brazenly takes a seat by her and tries to strike up a conversation. He is quite surprised when she asks if he is Lago of the Crystal Order and requests to be let into the mind link. Naturally, he agrees as the erinyes reveals herself to be an angel working for Sune, disguised in order to spy on Sin who has been playing diplomat to draw more fiends to the Dark Queen’s banner. In fact, she says, the group is probably strong enough to overpower them if they want to work together.

    Lago shares this information with the group mentally as Vosen hatches a plan. Seeing that the Vrock is playing a dice game with some other demons and that the groups seem to not congregate, Vosen asks if he can play. They make a deal to play for Vosen’s soul versus the soul of a slain Voyager, trapped in a black gem. Vosen rolls well but manipulates the dice through some sleight of hand. Winning the game, the vrock glares at Vosen and croaks menacingly, “I don’t think you understand how things work here half-blood. We play again.”

    This is what Vosen was waiting for, “You mean you’re going back…on your deal?!” he shouts the last part in false dismay which is all the disgruntled devils needed to take a go at the demons. The party springs into action; Beinlein teleports into the room and although Groot again vanishes, Vasuk is summoned immediately in his place and Garo barrels through the door. The angel reveals herself to the fiends and begins to smite most righteously. While chaotic, the fight is ultimately no trouble for the Crystal Order and their unexpected ally. The finish off the last of the demons as the angel introduces herself as Jezebeth and tells the party she can plane shift back to the material plane but cannot follow them through the barrier in the hall. Just as Groot vanished, so would she since it keeps outsiders from proceeding.

    Sin’s voice again echoes through the room, speaking to his now-deceased infernal and abyssal guests and is noticeably taken aback to hear the party’s voices instead. For a moment he goes quiet before continuing, “…Fine. We will meet just in the next room. For the last time.” And the mechanism goes silent.

  2. - Top - End - #32
    Barbarian in the Playground
     
    DrowGirl

    Join Date
    Dec 2011

    Default Re: The Land of the Endless Sky [Pathfinder Campaign Journal]

    Chapter 20: Sin
    The party is so close to their final confrontation with the nefarious Sin. Who will walk away from this battle?

    The End of the Tower
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    Bidding farewell to Jezebeth, the party continues down the hallway before entering another door. This room is a massive stairway of stone, climbing upwards as far as they can see. Landings break up the stairs at every floor, with accompanying columns parallel on each wall. A massive blue and gold rug descends down the stairs which with the light blue flames of the golden chandeliers on the ceiling enhance the cool colors of the hall. The party climbs the stairs for several stories until they eventually see a far-off wall with a large doorway that marks the end of the hall.

    In the center of the topmost alcove is a life-sized statue of Andarxen, likely at the height of his power. He stands tall adorned in robes, with a staff in one hand and a glowing crystal orb in the other. The statue gazes above the door at a colorful fresco of Andarxen and his companions with Baldroff, Drolkon, Yoriara, Gruum, Crius, and Zordnu engaged in battles with various creatures across landscapes of all varieties. The door beneath the painting is a simple double door of oak which matches the rest in the tower. Above the statue is a ‘window’ showing floating debris of the astral plane beyond.

    Vosen goes over to examine the door as Sin suddenly steps out from the statue!


    Sneak Attack
    Spoiler
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    They react quickly, but an illusion of the window vanishes from above, revealing a creaking iron door that spills acid over the group as Sin vanishes, again just an illusion. Annoyed but relatively unscathed, the party patches themselves up and Vosen tries the door again. He recognizes some sort of trigger over the fresco but it doesn’t appear to be a trap. Immediately, the fresco opens to reveal a hidden door as a mechanical clang rings, shooting Sin into the center of the landing. Twitching, Sin’s barrier stuns Vosen and acid explodes from his body. Moving with incredible speed, he summons an icy cloud of cold shadows and a tendril of darkness. He appears to be targeting Beinlein in particular, likely to take out both him and Groot. Garo and Vosen are repelled by his barrier, and Azrael teleports away to get some distance after taking the worst of the acid, cold, and fire. Lago manifests frantically to keep his allies alive.

    Sin shouts his challenge to the Order “C’mon, is that all you’ve got? Just because you shut off my communicators doesn’t mean I couldn’t hear your idiotic banter. I am officially done screwing around. You wanna fight? Well then fight me! HIT ME WITH EVERYTHING YOU’VE GOT…AND I’LL RETURN IT TEN-FOLD!

    Garo manages to trip Sin, sending him to the floor and pounding down hard with his hammer. Even knocked prone, Sin retaliates with a flurry of spells and threats.“You have a sister don’t you Garo,” Sin speaks, dripping with menace, “I’ve never tasted dwarf-flesh before.”

    Meanwhile, Groot retaliates with his reach but is repeatedly stunned by the barrier, dropping Sin immediately after grappling him and Vasuk fares no better when Groot vanishes from Sin’s spells. The fight only lasts a mere 20 seconds but Sin goes out with a final proclamation:

    “I WILL MURDER EVERYTHING. EVERYTHING WILL BURN. THE DARK QUEEN AND I WILL BRING SILENCE TO YOUR WORLD! EVERYTHING WILL
    BEGIN…AND…END…IN...FIRE!"


    Mortal Sin
    Spoiler
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    The damaged party hears a shriek and the sound of falling rock from beyond the door and Vosen cautiously looks within to see a hallway bereft of features other than debris that had just fallen from the ceiling. With their fear of the tower collapsing assuaged for the moment, they venture inside only to see Sin, hideously disfigured stumble towards them, only to trigger a trap and die of acid spewing from a hole in the wall. Vosen leads the party around the traps before entering the final room.

    The wizard’s laboratory is filled with arcane devices, skeletons of magical beasts, and piles of books. Clutter piles around a throne blackened with the waxy substance made of Sin’s corrupted blood with Sin, looking as though the substance had been forcibly pulled off his body lying sobbing next to the throne. Lago wonders if Sin’s blackened blood came from another source than the demon himself. Clearly at the end of his patience, Azrael strides up to the broken fiend, picks him up and sinks his fangs into Sin’s neck, draining him of his blood as the crumpled body falls to the floor, to the shock of his companions.

    Then the chair shudders, forming Sin’s body one last time before collapsing into a blackened goop (Lago is sure to scoop up what he can). The party loots the room, finding many great treasures and a crystal containing the spirit of an eidolon; a goat-like creature named Irivati. Beinlein quickly adds the eidolon to his collection, forming a pact with her. Lago, however, enlarges himself and takes the now-unconscious Sin and cradles him like a small child as the party proceeds to a door to the side of the room.


    Long Live the Queen

    Spoiler
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    The first thing the party notices is the night sky, then the crags of Bald Mountain surrounding them. They made it back outside and sit on a balcony overlooking Boldur from the top of the tower. The second thing they notice are the flames as Boldur burns in the distance. A shriek quickly travels through their minds and stops, resonating from Garo’s hammer. The party sees Brim, eyes blackened as the smiling shadow appears right beside them.

    “What do you think?” speaks a deep, powerful feminine voice as the shadow addresses the Crystal Order for the first time. “I did it for you.” Her smile widens as Sin’s last words echo in their thoughts.

    “The Dark Queen will bring silence to your world. Everything will begin and end in fire.”


    End of Book 2

  3. - Top - End - #33
    Barbarian in the Playground
     
    DrowGirl

    Join Date
    Dec 2011

    Default Re: The Land of the Endless Sky [Pathfinder Campaign Journal]

    Chapter 21: Village on Fire
    Having defeated their nemesis, leaving Sin unconscious and de-powered, the party sees the town of Boldur being attacked in the distance. Will they reach the town in time?

    Into the Flames
    Spoiler
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    The party wastes little time upon seeing the fire in the distance. Quickly, Beinlein attempts to question the shadow what the Dark Queen is up to her to which the shadow responds in a slow deep voice, "Certainly, we shall just tell you our evil plan," but remains silent. Azrael counters, "So you admit this is evil?" to which the shadow only smiles. Beinlein uses a Dimension Door to teleport everyone several stories down to the ground below, as a still-enlarged Lago makes sure the unconscious Sin is securely handcuffed to his arms. They dash to town along the mile-long path, aware that the shadow follows behind them.

    The path leads the party right into town, where several fire and earth elementals are setting everything that can burn ablaze. Part of the group seems focused on a guard tower which seems to be fighting them off, although the dead bodies on the ground reveal that the defenders are wearing thin. Atop the second story of a tavern are four figures, crucified amid the spreading flames. Vosen's keen sight sees that the figures are Morelia Abendroth, the dwarven tavern wench Kara, Zorna, and Lord Calem! Morelia is not moving but the rest are currently alive, if injured. Furthermore, it seems an injured Gregor is taking the lead among the defenders in the guard tower.

    Azrael springs into action, teleporting himself to the top of the building, despite his weakness to fire while the rest of the group takes on the elementals. Beinlein relies largely on his magic, as he is unable to call his defeated eidolons to his side and Lago realizes with dismay that he's still handcuffed to Sin! Thinking quickly, Lago gets an idea and dimension swaps with Azrael, saving him from the flames and allowing the vampire to fight with the rest of the group. Lago reaches Morelia first, but it was too late to save her from the flames. Zorna is cut free next, and she helps Lago rescues Morelia's body and the other two prisoners. Despite still being weak from their fight with Sin, the party handily defeats the rogue elementals.


    A Solemn Parting
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    Lago channeled plenty of health over to Gregor during the course of the fight, and the warrior is looking much better as the party approaches him. He says that he was only able to save about a dozen of townsfolk, although Adalbert is safe among them. Gregor gives a telling look before any mention of Adalbert's mother is brought up. Gregor leads everyone outside as the party takes to finding other villagers among the crumbling town. All in all, about fifty townsfolk survive and make camp a few miles outside Boldur when it comes apparent that the town is beyond saving. As the party speaks to Gregor, it becomes apparent that only they can see the shadow, although she doesn't seem to be able to hear their thoughts. The party speaks to Gregor over the mind link, and everyone decides that the best course of action is to part ways, with Gregor taking the party's companions and the townsfolk over to Illium for safety. Lago writes up letters addressed to Carn and Arlessa (and a minor personal note for Sin) as they part ways, with the party heading north to Hell's Razor and ending a short session.

    Or it would unless someone decided to...


    Let's Split the Party and Fight Dragons!
    Spoiler
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    While the rest of the party was busy recuperating and helping the refugees, Vosen and Garo decide to explore the ruins of Boldur to see if there any villagers they missed or any resources they could gather for the group. The duo explores among the ashes and ruined buildings, and they notice two dragons circling the remains of the town (as well as the shadow, which hounds their every step). They both recall knowledge about dragon behavior: dragons, especially younger ones who do not have their own hoard, are known for scavenging dead towns for treasures buried within. Keeping on their guard, our two heroes find some supplies untouched by the fire and notice that the dragons have landed somewhere higher up the cliffs in town. The two approach the young dragons stealthily (surprisingly stealthily for a dwarf in full plate), and notice the two creatures, a red dragon and a black dragon. The black dragon is sitting atop the roof of a building, casually keeping guard, while the red dragon investigates within. Vosen, fortunately understands Draconic, so he overhears the dragons discussing the 'spoils' inside.

    Garo and Vosen await an opportune moment to attack the dragons...unfortunately, the shadow has another idea, spawning several voidlings that loudly attack the duo, and alerting the dragons! Of course, there isn't actually much of the fight as both dragons use their breath weapons before getting closer, and the red dragon only lasts a single round. The black dragon, however, who maintained its distance shouts out in Common, "Cazaril! You...apes! You...you killed a true red! Vorelchar will hear of this!" before taking flight. Vosen follows the dragon as best he can, before it soars over the mountain and out of sight, heading northwards. The two drag the dragon's body back to camp, as well as looting the secret door in the basement of a general store that has some useful items.


    Spoiler: GM's Notes
    Show
    Garo and Vosen have had a Gimli/Legolas thing going on for the bulk of the campaign so it was nice for them to get a little side quest. Of course, I haven't had a GM face palm moment for a few sessions (since Garo hopped down the well, so par for the course I guess) but at least the rest of the party didn't mind.

  4. - Top - End - #34
    Barbarian in the Playground
     
    DrowGirl

    Join Date
    Dec 2011

    Default Re: The Land of the Endless Sky [Pathfinder Campaign Journal]

    Chapter 22: Caravan of the Wastes
    With the refugees from Boldur in safe hands and heading back to Illium, the party heads northwards to Hell's Razor to stop the undead menace that has been haunting the region. What dangers will face our heroes?

    The Calceri Badlands
    Spoiler
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    The Crystal Order loads into Beinlein's Groot-drawn cart as the party ventures across the landscape that turns from rocky hills to vast plains with tall yellow grass blowing in the wind. During the first four days of their journey, the group speaks to the shadow about its motives and actually obtains some information. It reveals itself (although always referring to themself using the plural pronouns) as Harbinger, the spirit that possessed the dead Voyager at the beginning of the journey, controlled Hurŏn, and granted Sin his regenerative abilities. Harbinger says that they are an aspect of the Dark Queen, "for if the pretender in it's white tower can be in multiple places at once, why could not a true god do the same?" The party takes this to mean Sune in the Grand Cathedral. Harbinger hints that the Dark Queen in full is moving from the farthest reaches of the infinite material plane and that her forces cannot be stopped.

    Although of course, this conversation does not take up four days of travel which proceed smoothly and uneventfully until the afternoon of the fourth day. The region the party is proceeding through is the Calceri Badlands, a region once held by the Calceri people (a human ethnicity and sometimes called Calcerites) but were destroyed by the war god Garnaron's rampage. Monolithic ruins such as houses, towers, aqueducts, and walls dot the landscape, some built by the Calceri and some older than time. The remaining Calceri wander the vast planes in large caravans and offer free travel to wanderers, for the Calceri worship travel as a philosophy and feel it is their duty to work together with others who are travelling in their land.

    And this information could come in handy, as Vosen (scouting ahead but still in range of the mind-link) sees a cloud of dust, a tell-tale sign of a large party of individuals, approaching their position.


    Travel by Caravan
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    In the distance are many brightly multi-colored flags, displaying a symbol of three wavy lines with red, gold, and purple colors being most prominent. Several dozen carts and wagons pulled by large aurochs, move with surprising alacrity across the fields. The party is cheerfully greeted by a tall man in brightly colored clothes who introduces himself as Vallois. Once they explain their situation (and on Vosen's suggestion, offer a monetary donation as is custom) Vallois explains that the caravan is a holy place and the Calcerites must know what dangers await those in their care, for those that violate the peace will suffer the full force the Calceri people. One way the group achieves this is by having travelers confess themselves in a private audience with a priest of the people. Aside from Beinlein and Garo, the party refuses which Vallois turns a blind eye to, considering the considerable donation. Although the confession turns out to be a fairly simple affair, with the two (and Groot) individually meeting with a female priest named Myra who privately asks them who they are, their profession, and where they are from. She does offer a gentle reminder to Beinlein that bounty hunters are welcome, but are not allowed to take bounties under the Calceri's protection, to which Beinlein agrees.

    For the next eight days, the party enjoys travelling in comfort, and their way is sped up greatly by the Calceri 'drift seers' who are able to sense subtle changes in geography and lead the caravan across the fastest possible path. Each night, the caravan pauses to make camp with food supplied to the travelers (although Lago agreed to conjure food to help ease the burden of the group) and the party enjoys the presence of other travelers. Beinlein and Garo meet with another adventuring party, a half-orc warrior named Bastion, a half-elven rogue named Achille, and an androgynous human wizard named Solem who are taking a break from their quest to slay a lich after their cleric fell in battle. Garo hits it off well with Bastion and even invites him to visit any Magmaeye trading posts and Beinlein does the same with Solem and Bubblepot potion shops. The other adventurers note that they ran into many Dark Callers on their quests, but lately, it seems like they all have disappeared. Solem further bonds with Beinlein over a passion of the study of outsiders and the planes.

    Across the camp, Azrael notices a halfling in a hood and leather mask that has been eyeing the party for the past several nights. While the halfling sits at a separate fire, Azrael casually makes his way over and asks if the halfling knows the party. The halfling's response seems curious to Azrael, "Ah, what gave me away? I suppose you know who I am?" Azrael has no idea, but agrees to bring the halfling over to speak with Lago. Once there, the halfling takes off his mask and reveals himself as Israh, the bounty killer from Illium who they had agreed to expose under Hilda's orders. Israh explains candidly that he is tired of the 'game' and is planning to take his earnings and get as far from that life as he can, lest it come to a violent end. Apparently, the man who hired him is the same who has been posting Lago's bounties and paid Israh to punish Hilda for defending Lago. This man is a powerful psionicist who is probably based in Tarraskon, and became increasingly sloppy with instruction and payment, much to Israh's disgust. The final payment was a crystal of limited value to Israh, who even offers it to Lago as a sign of goodwill (and the promise that the two parties never cross ways again). The crystal turns out to be a cognizance crystal, and Israh wanders off after giving Lago a hearty pat on the shoulder (Lago immediately checks for contact poisons!).


    Trouble on the Swamplands
    Spoiler
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    The caravan finally reaches the swampy lands around Hell's Razor and the party departs. Vosen again takes a scouting position ahead, and as the terrain becomes increasingly marshy, he spots two plumes of smoke, likely from chimneys, just above the treeline in the distance as well as the tracks of a horse-drawn cart whose tracks are imprinted in the mud. Vosen alerts the party, and climbs a tree to get a better vantage while the party catches up. He sees four ramshackle buildings, two houses, a work shed, and a barn in a clearing. The houses are in considerable disarray and the area looks abandoned, despite the smoke and the tracks that lead right through the middle of the houses. When the party catches up, Garo also wishes to look around, assisted by Groot but finds little else of note.

    The party splits up into the woodlands, with Vosen, Garo, and Azrael spread out through the forest behind one of the houses, still hounded by the silent Harbinger, who surprises Garo, causing him to lose his balance and snap a low-hanging branch. Garo utters a quiet curse at the bad luck. Unperturbed, Vosen creeps close to one of the houses and is able to look through a crack in the wall. Inside, he sees a simple wooden table, and a wight tied to the opposite wall. A humanoid figure, dressed in black, appears to be unloosing the wight's bonds. Informing the party though the mind-link, Azrael immediately teleports inside the house and surveys the situation.

    The house is bare aside from the table, the bound wight, and two wights that have apparently been freed by the man. A corpse in priest robes has been thrust into the fireplace head first and fills the house with a horrible smell of burning flesh. Azrael looks into the surprised face of the cloaked figure and notices that he is a vampire spawn! Azrael attacks the vampire with extreme prejudice. Vosen takes the opportunity to break the window and shoot his crossbow at the vampire's back as Groot and Beinlein teleport in behind Azrael and lay into the undead. Garo goes for a more direct approach, charging straight into the dilapidated wall, knocking over a wight, the table (and Beinlein who was standing atop it) and right through the opposite wall! The fight is quick and the undead are slain except for the bound wight. Outside the house, Garo overlooks the clearing and sees another wight tied up in the other house, as well as a bulge in the plume of smoke. Azrael picks up on this hint immediately (another vampire spawn who has used its mist form) and risks a teleporting attack into the air! He cleaves through the vampire, lands hard, but destroys it with his dark claim curse.

    Once the battle ends, Vosen notes, with shock, that the priest's robes bear the symbol of the clergy who murdered his parents! Azrael interrogates the remaining wights using Necril and finds out that the priests are apparently trying to stop the undead, controlled by Abaddon in Mirstone Castle to the North, sealing that as the party's next destination.

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