The Last Century

High Priestess Andress and the Devourer of Souls
Session 7
  • After much debating, and a disturbing performance by Aidlian as he got into the role of a sadistic priest, the plan was decided. The stairs led down into a large chamber to the south, which ended in large doors that hid a chanting crowd, and directly across from the stairs to the east was a hallway. On the wall between them and the hallway were four levers, each with a different symbol over it; a flame, an electrical orb, a screaming face, and a spike. It was decided that SA, Anauroch’Kar, Gabrill, and Dyna would scout out the area, Aidlian would examine the levers, and Syr, Madoc, Sarge and Echo would hang back and guard the rear.
  • The scout team walked through the hallway, first coming to a room with two candles on candle sticks standing ominously in the center. They were magical, and as one of them approached, they began to emit a quiet whistle. An alarm. They backed away and destroyed the candles with magical acid blasts and crossbow bolts, then made their way across the room to another hallway. This hallway had two passages going east and one going west, and ended in a turn to the west. The first passage to the east was dark and foreboding. The next was a set of stairs, and would lead too far away from the rest of the group.
  • Taking the passage west, they came to a torture room. A man in a loincloth lay on a torture table in the center with a strange magically floating table beside him holding various torturing devices. A set of Loviatar clothes were hung nearby, along with some potions, a dagger, and a flail. Anauroch’Kar took these as SA took the table, claiming that he wanted to study its power. They interrogated the ‘prisoner’, but it was obvious that he was lying and was in fact a priest of Loviatar. They kept up the charade though, and brought up through a door to the west which lead into the main chamber.
  • By this point, it was deciphered that the levers did in fact control traps, but they were set to the off position. As the door to the torture chamber was opened, Anauroch’Kar sent a whispering spell to the non-scouts, telling them they had a priest of Loviatar captive. When the man appeared, Aidlian noticed Pip getting suddenly excited and frantic. Aidlian then recognized the priest based on the description Pip gave him, it was Bell, Pip’s owner. Aidlian quickly ducked behind a corner, devising a plan to further his companionship with Pip. He used his shapechanging magic to mimic the appearance of the priest he took his robes off of and set Pip’s torch down, telling him to stay calm. However, as he turned to win Bell’s trust, he found the paladin Steele about to cleave the priest with his greatsword. It would’ve been a fatal blow, but as Bell saw his supposed ally appear, he went into combat mode, and reacted to the blade enough to keep it from killing him out-right. In a panic, Aidlian sprung forth, charging his allies and the priest and shot forth a blinding flashing colors. Madoc managed to resist the effect, but Steele and some others found themselves staggering and stunned. Aidlian shouted at Bell to run away. Instead, Bell ran to the levers and threw them, shouting for his allies to come to his aid.
  • The battle ended quickly with Bell’s death. Aidlian explained his plan of becoming Bell’s ally for the sake of learning Pip’s truename. There was a little bit of squabbling, but the group reorganized quickly as the chanting from the large double doors had stopped. They quickly barred the doors and got in position for the oncoming onslaught.
  • While this was happening, Anauroch’Kar and Gabrill remained in the torture room, waiting for the flank to come. After a few moments, a reflector appeared around the corner, and a voice called out to Anauroch’Kar, claiming a familiarity with him. Anauroch’Kar was hidden behind the torture table, and the two bickered about which one should come out first. Eventually a person stepped into a few, a halfling with dragonic qualities. He bared a symbol of Lendys, the dragonic god of justice, the same god Anauroch’Kar followed. However, his traits were that of a green dragon, so he was anything but an ally. He tried to corrupt Anauroch’Kar, but the half-orc’s willpower was far too strong. A short skirmish erupted, which ended with the halfling and fleeing down the hallway.
  • Anauroch’Kar entered the chamber to find the rest of his group taking cover as loud crashing was coming from the double doors. Aidlian watched the doors intently from around an alcove, and as soon as they burst open he let a rip with two bolts of magic. The bolts struck a rotting giant spider in the front, ripping through its body and destroying it instantly. More spiders, a rust monster, an otyugh, and finally a giant undead monster with a mini likeness of Shaunra in its ribcage.
  • The battle was extremely long and difficult, due to the traps located at the doorway that neither side would pass. SA, Anauroch’Kar, Syr, Sarge and Steele took up defense on the hallway near the levers, where bandits appeared lead by Harular and his gnomish ally. SA and the gnome had a little tit for tat moment while the bandits dropped. Gabrill began performing a war chant to encourage his allies. Madoc and Dyna fired at the undead with bows and crossbows while Aidlian poured his magic into their destruction. Running low on power, Aidlian took out one of his acid flasks and chunked it at the undead, damaging the remaining few and scaring off the devourer, which had only been able to fire necrotic rays into the room because of the traps. As the devourer fled backwards, Aidlian pursued. He loaded one of his beads of force into his sling and hurled it at the towering monsters. The explosion scared it off even more and unknowingly injured the two priests hiding behind it.
  • At this point everyone piled into the group to the north, which proved to be very foolish. As the last bandit went down, Harular took a deep breath and spewed out a wave of corrosive gas. It caught the entire group, the pain nearly dropping Aidlian instantly. Had it not been for Gabrill’s inspiring music, he may not pulled through. In retaliation, the half-elf took out his last bead of force, running forward and chunking it into the hallway before taking cover. Not quite the tit for tat, but was a worthy sacrifice. The gnome fell shortly after, and Harular wised up and ran. Gabrill attempted to persue him, but lost him in the darkened hallway to the east.
  • After a short breather, the group shut off the traps and went to face their true nemesis. In the room with the devourer, sure enough, was Andress, along with two priests and the evil cauldron from the swamp. One priest was dropped instantly, Aidlian held the other with a magic wand as the group zerged the devourer. Steele’s holy blade shined with justice as he cut the undead down. The last priest was dispatched with, and the group watched as Shaunra’s soul departed gratefully.
  • Andress did nothing during the fight except mysteriously harm herself with a negative energy spell. When we got to her, she surrendered, dropping all of her items and weapons before us. Some of the roughed her up a bit as they tied and gagged her. She was interrogated, and we learned of a Xill named Quell living up the stairs to the west. After a bit of debating, Aidlian was chosen to try and speak with the Xill as a priest of Loviatar. However, a mistake in his disguise tipped the Xill off, and it fled harmlessly back to its own dimension. The room it inhabited was shaped like a zero, with many small sleeping quarters around the outside. We searched the area for treasure, lots of nice treasure, before calling it quits for the time being and getting some much needed sleep.
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Into the Depths of Loviatar.
Session 6

Notes

  • Having gained a believable map, as well as tying up Harlin and leaving him with a pile of orc/human corpses as well as Anarauch’kar’s beloved centipede parts, the group heads down the ladder of the Farm into the room which formerly housed a couple of guards. We explored the watery chasm to the west to find nothing of interest.
  • To the east they found the guard barracks, complete with a priest of Loviatar donning red robes. A blast of rainbow and swing of the sword handled this encounter well enough. Aidlian grabbed the priest’s robes and pulled them over his clothes with the intention of masquerading as a priest himself.
  • The hallway continued south with a passage heading east. We continued south to find it ending in a T. Down the east path was a room, and the west were prison pits. A jailer was there, but stood no chance against our numbers. Among the barred pits were three prisoners, each in their own pit. One was crying, another was laughing and crying, and another was silent. The silent prison turned out to be Sarge, and a wave of guilt fell over some of the us.
  • We released the crying man first, who was nothing more than a traveler who was at the wrong place at the wrong time. Steele did his best to calm the man’s broken mind, and we set him aside to deal with the next.
  • The crying and laughing man was next. Steele’s blessed eyes found evil in his heart, but it was broken and shattered. The man had lost his mind. Branded on his skin was a symbol of Loviatar. It’s not secret that followers of Loviatar subject themselves to pain as much as their victims, whether through masochism or simply their teachings. The prisoner would not stand on his own, so Madoc tried to carry him, when the prisoner gleefully bit him on the arm. Madoc sighed in annoyance, dropping the man to the ground and delivering his fabled knock out punch. As the group argued over the prisoner’s fate, Anauroch’Kar deliberately walked up to the prisoner, loaded his crossbow, and put him out of his misery. We all stared at him in shock, and could see the foreshadowing of conflict ahead.
  • A few of us went back to bickering, Anauroch’Kar had nothing to say. He turned and walked off to the east room with Aidlian close behind. By the time the others noticed and ran over, the two discovered a strange spiked urn that animated on its own. Before they could react, it marched to them, opened up at the top and spewed out a greenish gas. The gas burned our skin, though we managed to protect ourselves from it some. With some bolts of magic from Aidlian, an electrical swipe from Kar, and Syr’s mighty eagles, the urn finally keeled over, spilling acid salts all over the floor. During this time, Steele made his way back to the prisoner, drawing a map of what we had explored and handing over one of his father’s short swords. He told the prisoner to leave while he still could, to seek the magical horse Ruth above in the barn, and the prisoner fled.
  • When SA discovered what Steele had done, all hell broke loose. Steele degraded Anauroch’Kar to a fiend, which Aidlian found pretty amusing, being legitimately but unknowingly fiendish. Anauroch’Kar’s temper broke, and he drew his wand of color spray and disabled the paladin. He followed up with a punch, trying to grapple with the staggering knight. Syr saw the action, dowsing the area with a thick mist spell to keep people from harming each other. Madoc and SA joined in the fray, trying to tackle anyone they could reach, but the mist made it too hard to see who they were grabbing. Aidlian and Dyna sat by the defeated urn, Dyna struggling to talk them out of fighting as Aidlian ignored the situation and began gathering up the salts into vials. Aidlian was not one for being grabbed, and the cartoon-esque cloud of mist and limbs did not look appealing to him.
  • Finally Anauroch’Kar was separated from the confused and dazed Steele. No real damage was done, and SA gave a rallying speech to bring the group back together. He proposed a blood pact, cutting his wrist and holding it out for others to join. Everyone was in except Aidlian, who shuttered at the idea of what his tainted blood might do to these people. The half-elf was given a pass on the wrist cutting though, and joined in the oath to work as a group until this was over. At the same time, Syr, being the hippie that he was, demanded a group hug to bind us on a more personal level. The group reluctantly agreed, from uncomfortable hugs to the more manly bro-hugs. Again, Aidlian did not want to be touched, and outright threatened Syr with repercussion should he touch him. Syr cleverly duped Aidlian into looking away then hugged him from behind. If Aidlian had fangs, he would’ve bitten, if he had claws he would’ve swiped. And even though Aidlian had no such abilities, Syr felt the chill of evil from the embrace.
  • Now reunited, the group moved on to the last prisoner, Sarge. After a brief interrogation, SA revealed our identities to him, and calmly explained that we had no intention of him ending up here. Sarge, equally calm given what he put up with, said he believed him. He announced that he wanted revenge for the torture he had been subjected to, but not from us. We offered him the change to shed Loviatarian blood with us, as well as the magic blue sword we took from him earlier and Madoc’s original banded mail, and he agreed. He even joined in on our blood pact.
  • Down the east passage way came a turn to the south. Halfway down this hallway was a strange door with a fanged mouth swallowing the door nob. Our muscle and eagle-man stayed back to guard the rear as Dyna, SA and Aidlian examined the door. The fangs dripped with blood, though no hand was found.
  • At the end of the hallway on the west side was a small forge with a chimney going up. SA’s arcane eyes found magic in the flame that danced atop no fuel. What’s more, chained to the wall was a handsome elf who was strangely fey in appearance. SA moved to elf to interrogate him, but the prisoner whispered something about the fire being alive. Dyna remained at the bloody door as Aidlian peaked into the forge to see what was doing on. Just as he did, a squeaky voice from the flame mused at the three humanoids, before the flame itself leaped up the chimney. SA turned back to the elf to question him as Aidlian sprinted to the chimney calling out to the flame.
  • Aidlian, being dimwitted, offered the flame some paper from his book as a treat. Strangely enough, the flame pounced the half-elf’s hand, though Aidlian’s fiendish skin itself is resistant to burning. The flame climbed off, and eventually introduced himself as Pip, which was of course was not his true name. The only one who knew his true name was Bell, a blacksmith and priest of Loviatar who had enslaved him. He had orders not to leave this forge, but Aidlian was ecstatic with the notion of having a baby fire elemental as a companion. He tried masquerading as a priest of Loviatar with authority over Bell, then offered Pip his freedom which Pip didn’t understand. Finally, after discovering the elemental’s joy of ‘fighting’ with metals to shape them, Aidlian offered a world of rare metals for Pip to experience. Reluctantly, Pip agreed, hoping on a torch that Aidlian offered.
  • By this point, the elf had been introduced as Gabrill, a bardic character with a fey-like knack for annoyingly clever yet redundant statements. He spoke like a poet, but spoke of the same revenge that Sarge sought for the torture he had endured. SA handed over his shortsword and agreed to bring along the pestering elf.
  • Aidlian’s mage hand alone failed to open the door. Finally, one of us reached in and grabbed the handle. The fangs bit down, causing a minor but annoying wound before the door unlocked. Loviatarians enjoy pain, go figure. Anauroch’Kar propped the door open with a spike from his climbing kit before we continued down the hallway to the east. We viewed many depictions of pain and suffering on the walls before coming to a door with equally painful images on the front. This was the temple of Loviatar for sure.
  • Another fanged door, another spike, and we found ourselves in a room with four pillars, each baring a large wooden mask, and a brazier in the center containing a magical flame. The flame was nothing of importance. Off to the south of the room was an iron maiden, and as Anauroch’Kar wandered into the room, he triggered a trap. The tile bellow him sprung upwards, tossing the half-orc into the iron maiden which immediately locked shut. In a panic, the group tried desperately to free their ally, but the lock was very difficult to pick. With some help from Gabriel’s acid spell, we managed to break open the iron maiden. Anauroch’Kar was once again badly wounded and sought healing from Steele and Syr.
  • Through another hallway, we found one set of stairs heading up, possibly back to town, and another heading down to a large chamber. We stopped to take a breather from the excitement and plan our next step.
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The Sad Fate of Skriku
Anauroch-Kar, I will eat your liver with nettlehead ferns!!!
The Hag

“Anauroch-Kar!” The spirit of the witch hag Skriku repeated the name between every thought, Anauroch –Kar, Anauroch-Kar, Anauroch-Kar!

“I will eat his liver boiled with nettlehead ferns!” She howled to the empty grey of the astral plane, her lost soul hovering over her dead body and refusing to move on to the afterlife. “I will suck out the juices from his eyes and carve his skull into a goblet! I will..”

“Kinda hard to eat with a giant hole in your gut.” A voice from nowhere interrupted.
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Strange Devices
The party discovers the hidden nature of both the ruins and Skriku.

The party diligently explores the ruins of the Storm Lords, uncovering two fantastic devices and the minions left to guard the crypt, before camping for the night. In the morning, an ally arrives to help them, and a trip to Skriku reveals the widowed old druid is not what she claims. Read More>>

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Gods Bellow! You stink!
Session 3 - Interlude

The party concludes the long day of exploring and fighting, and realizes they are long past the hour when they could have made it back to Twilight Hollow in the light of day.

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Fighting for Answers
With few leads to follow, the party battles their way into the tomb of the Storm Lords.

Session 3 – Fighting for Answers

The battle weary party questions the crone before deciding to follower her out of the valley. SA gathers reconnaissance on her and determines she is indeed a divine magic user, but the party is torn on whether to trust her because of inconsistencies in her recounting of Sharna’s death. The adventurers return to town to recuperate, where more info is provided by Andreas regarding Harular’s Claws and Anauroch’Kar meets with an old acquaintance to discuss Sharna, but none of this information yields satisfying leads. The night ends with a flurry of activity when a spy is flushed from a secret passage that allows observation of the inn guest rooms. A hasty pursuit leads to a familiar farm, where the spy has taken a horse and fled westward.

The following morning, the spy’s tracks are followed to the swamp and lost. Having no other paths before them, they resolve to explore the island and it’s ruins. On the island, the party learns the fate of Marthos, Sharna’s squire, discovers a strange necromantic taint, and slays several beasts that call the island home. Battle worn and weary, the party descends into to the ruins, where more beast are slain, and the eternal resting place of the Storm Lords is found and pillaged.

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Bound By The Crystal Castle
An unlikely cohort is cast upon the stage amid the chaos that is "The Last Century"

Session 1 – Bound by the Crystal Castle

SA, Modoc, and Anauroch’Kar encounter Aidlian and Syr, while in a festive Marsember delivering goods and picking up a load of fireworks. Rumors are circulating about a number of high profile artifact thefts from the Duke. As the party is picking up fireworks, they encounter the thief Dynah possessor of a carved crystalline statue and his pursuer, “Sarge” Ferrin, a supposed guard captain. The party’s quick thinking allow them to secret the thief and the artifact from the city.

While on the road to Suzail, they learn some of the castle’s powers, Anauroch’Kar receives a letter from a distressed cobbler in Twilight Hollow, and the group ascertains that the Sarge is definitely not a member of the city guard. After splitting up at Suzail to confound their pursuers and reuniting outside the city’s western gate, they are confronted by “Sarge” and his two hired henchmen. The party makes short work of their harriers, sending the henchmen packing back to town, and striking a deal with Sarge to deliver the statue to his boss in Twilight Hollow, the “Beaked Masked Man”, in two weeks time.

Session 2 – The Long Road to Twilight Hollow

Relishing in the victory over “Sarge”, SA rallies his comrades for the journey to Twilight Hollow and the intrigue of discovering who covets the statue. The party forges westward, leaving Cormyr, and encounters a posse of Purple Dragons hunting a fugitive wizard. Later on, the party kills a separate wanted man flushed from the town by the Dragons. The remaining journey to Twilight Hollow is uneventful, and the party arrives to find a town mourning the fall of their heroine, a paladin named Sharna. A soul capturing monster defeated her and the town can neither revive her or send her to the afterlife.

After some brief reconnaissance and dealings with the town priest, the party heads out to the nearby fens, lead by the heroine’s horse on a quest to slay the beast. The session ends with the party standing victorious over their fiercest challenge yet, a shambling mound, and being greeted by a strange woman who may have seen Sharna’s defeat.

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