Friday, April 3, 2009

Revenge

Mikal waited in the alley. The ranger would appear soon. She had kept to the same habits for weeks and now it was going to cost her life. Since the daring raid that liberated the girl, the sister of that miscreant Ethan. Mikal still bore the scars from their last encounter and for that he wanted the rogue to pay and pay dearly. Mikal had made a vow to kill everyone that was close to the Ethan, to make them pay and to ensure they knew why it was they were about to die.

Like clockwork the ranger Larien walked by the alley. With lighting accuracy Mikal tossed a dagger which dropped the ranger prone and slid her into the alley. Looming over her the halfling slammed his fists into the rangers prone body. With a laugh Mikal taunted Larien. "You know why you're going to die girl? It's because you choose poor friends, that's..." Mikal's voice cut off as a groan escaped his lips.

Stumbling to the ground Mikal looked at the figure standing above him. A familiar face leaned forward as a dagger plunged into his heart.

Turning from the dead halfling Ethan helped Larien to her feet. "I told you I had your back Larien, let's get you home now." Together the two friends made their way back to the Clifftop Guild.

Hidden in an alley across the way a hidden figure nodded silently to himself. So the rumours were true, Ethan Dalruun had returned to Sharn. The figure moved quickly, there would be others who would want to act on the information quickly.

The next morning Ethan found himself returning to old habits from a life time ago. While running through the Clifftop district a figure stepped in front of Ethan. Removing his hood a human stood before him. "Ethan Dalruun, Cavallah of the Cogs wishes to meet with you. He is aware of the death of Mikal of the Boramear's and knows of your involvement in Xandrar. I will await your answer outside the Clifftop Guild in two hours time." With that the man turned and walked away.

Puzzled Ethan continued his run. Returning to the guild he quickly equipped himself and left a note with the barkeep Tharuk. Stepping out of the guild hall Ethan quickly located the mysterious human. "Take me to Cavallah, I am anxious to meet with such a well connected individual." Ethan smiled, it had been some time since he ventured down to the Cogs.

Recap #24 - Lo! A Beholder!

19 Nymm - 999 YK


  • As the Eidolon was about to bring it's massive fist down upon Ethan's skull it suddenly turned it's head, looked at the Eastern tunnel entrance, and said "Invader's approach." It then stepped into position in front of the Northern doors and tok a guardian stance.
  • From the Eastern hallway emerged several strange creatures with skin where their eyes should have been as well as a mindflayer and a female drow. Since the Eidolon seemed content to guard the sealed doors the party turned their attention to the newcomers.
  • While the priestess focused her deadly magics on Nenia, the mindflayer attempted to latch onto her. At one point it was successful. However Braddoc quickly freed her by taunting his enemies with "Come and get it!". The blind creatures quickly succumbed to area magics but the party was dismayed when a second drow appeared from nowhere and caused grief for Ethan and Delian. Sterling's solid presence in the midst of the battle enabled the party to maneuver throughout their foes and the majority of the creatures were dispatched. Even the Drow priestess was defeated as she tried to make a calculated retreat.
  • With a quick lull in the battle the NPCs took the opportunity to beseech the Eidolon once more. This time they were able to convince the construct they meant no harm. Still wary, the creature was a little more forthcoming with information regarding the temple they were in:

    - The eidolon has no name. It was created by Ixthul in the service of Aureon.
    - The temple was a holy place where a great weapon against the forces of chaos has been stored against a time when it will be needed again.
    - The ediolon does not have any way to mark the passage of time, and considers such concepts irrelevant to its purpose, so it does not know how long it has been there.
    - The eidolon does not have the ability to open the doors, which are warded by powerful rituals. The Harbingers of Ixthul have the only knowledge of how to unseal the doors.
    - Ixthul himself placed the eidolon there to guard this chamber against intruders who might try to tamper with the artifact.
  • In exchange for their sworn promise to keep the location of the temple a secret, the eidolon opened a secret compartment and presented the party with a glowstone and a jolt flask.
  • The party also found a key, 600 gp and a pair of sending stones on the drow priestess.

20 Nymm - 999 YK

  • Exhausted from the day's spelunking, the party decided to take an extended rest in the temple. However in the 6th hour of their stay the eidolon awoke the party with a warning of impending danger.
  • From the Western tunnel emerged a horrendous floating beast with tentacle eyes - a mighty beholder!
  • With a shout an a warning not to hold back on the beast the eidolon moved forward and set up a stance which granted great boons to its new allies - extra damage seemed to flow from the party and they seemed immune to any fear. The effect surely turned the tide of the battle.
  • Even though it blasted the party repeatedly with its eye rays and attempted to move the PCs into a group for a devastating area attack the abberant beast was quickly forced into a corner. A war of attrition ensued and the creature was destroyed.
  • The eidolon advised the party that such attacks would surely continue if the source of entry for the creatures was not found and rendered unusable. He also begged that the tunnels leading to the temple be caved in as the PCs exited. Realizing that the construct would never leave this place they reluctantly agreed and said farewell to the faithful guardian.
  • Taking the Eastern tunnel Delian discovered that the key they had found on the priestess opened the magically sealed door in the chamber of 3 doors they had passed through earlier. Evidently it was a passage that allowed a traveller to bypass the chasm trial.
  • With the dwarvish knowledge that Braddoc possessed the party was able to collapse the tunnel to the temple. They also were able to disable the summoning portal they had found in the storeroom.
  • Eventually they exited the complex and returned to Alara and made a report. They were careful to avoid any mention of the eidolon but Delian slipped up once when he asked Alara about the golden Ixthul robe that Ethan possessed. Intrigued, Alara declared she would have Andred look into this lead if only to confirm that the threat to the town was over.
  • The townsfolk were overjoyed when they learned that the PCs had stopped the source of the ogre attacks. Old Jaeck - the smith - agreed to create a silver brooch for each party member in whatever design they wished. In addition, the party members now receive a +2 to any social skill check made when dealing with the locals.
  • A week later Andred and Telios returned from Arcanix to report to Alara regarding their findings on travel to Fernia. Later that day the party was summoned to a meeting with Alara.

Thursday, April 2, 2009

Ethan and Alara


The room was brightly lit. Sunlight streamed in through the window, the thick curtains uncustomarily parted. Ethan sat in a high backed leather arm chair. His hands placed on the arm rests as he waited for his host to join him. The wait wasn't long and soon Alara joined him. "You wanted to speak with me?" the wizard inquired.

"I did m'lady. I had a request of you, though I hope I am not wasting your time."

"Of course not Ethan, and please drop the m'lady. Alara will do."

"Yes, of course m... Alara. The Hobgoblin Sinruth that my colleagues and I brought to Lakeview. I.. I owe him a debt. I once made a promise to him and though that promise was made with less than honourable intentions I've learned that perhaps I should be more careful. I seek to release Sinruth from prison here in Lakeview, however I don't wish to cause you trouble or embarrassment to your people."

"An interesting request and I will have to deny it. Sinruth has already been released from prison, however I will convey your wishes to him."

"Thank you Alara." Ethan made to leave, then stopped.

"There is something else isn't there Ethan?" A small smile appeared on Alara's lips, disappearing as quickly as it arrived.

Ethan leaned back in his chair, squeezing his eyes shut his mind began to race. After a few moments a smile appeared on his face, opening his eyes he began to speak. "There is, while in the dungeon I came across a note. It indicated I, or my companions and I, had passed the first test and were now Harbingers of Ixthul."

Alara laughed, "finding a note does make you a member of an order Ethan."

"Of course note m'lady... I just... it doesn't matter."

"No Ethan it doesn't, now why don't we discuss what you really came here for."

Ethan smiled again, "Yes of course. I have observed you, you have an mastery of the dark arts and a knowledge of death. I find that this fascinates and terrifies me at the same time. I have come to realize while journeying with my companions that I delight in the ability to deal death to my foes. I fear that if I don't take control of this urge that it will consume and ultimately destroy me. I feel that I need to focus my ability and I feel that the path of the assassin is what is best suited towards this task.

"I don't know why I tell you this. Only that I think you may understand where I am coming from and perhaps you can provide me with some guidance."

"Ethan, your path is your own. If you embrace the life of the assassin then there is one you must slay first. You know of whom I speak Ethan. Finish what you started and you will have begun your journey."

Wednesday, April 1, 2009

Recap #23 - Something Foul is Afoot

19 Nymm, 999YK

  • Ethan deftly climbed down the hole in the floor and confirmed that the coast was clear. The party found themselves in a long natural tunnel that declined steadily into the darkness. There was no sign of who had left the ladder and the rope.
  • Striking a sunrod the party followed the tunnel. After perhaps 1000 feet it took a sharp turn to the North. (Thank goodness for dwarven directions!) Ethan ordered the sunrod hidden and proceeded to scout around the corner. From the echoes ahead Ethan surmised they were entering a large chamber. He was correct. After a few moments of waiting in the darkness Ethan signaled for his comrades to move forward. He deemed the coast to be clear. He was wrong.
  • A bellow from somewhere ahead and to the right brought the party to arms. Nenia threw a light spell into the chamber just as Ethan was blindsided by a creature he had never seen the likes of. It clawed his face and somehow attacked his mind. Quickly the rest of the party was set upon by two more of the creatures and a hulking beast of obviously the same descent.
  • The party charged forward to assist the rogue. It took several seconds for them to realize that there was another monster hiding up to the left in a small alcove. It was firing magic into the fray and somehow seemed to be bolstering its allies.
  • Assuming that the large hulking mass was the major threat the PCs set upon it. However looks deceived them. The brute - while formidable - was merely the front line defense for the caster.
  • After a brief but fierce fight the party bested the 4 monsters in the main chamber and turned their attention to the magic attacks. They then learned that their foe was trying to guard a hole in the floor of the alcove - and was doing so to great effect! However it was no match for the combined efforts of the 5 adventurers.
  • Searching the corpses reveiled that the caster was carrying some Boots of Eagerness which Delian claimed as his own.
  • After a brief rest the party descended a ladder propped against the wall of the gaping pit. They once again found themselves in a natural tunnel leading even further down into the earth. After 30 minutes of climbing the party arrived into a room that had obviously been hollowed out of a large cavern. They were surprised to find vast quantities of weapons, armour, and other stores stacked throughout the room. Sterling figured it was enough gear to equip an army of hundreds. In the centre of the room a large symbol was etched into the floor. Delian and Nenia detemined it was some sort of teleporation circle tied to the plane of Xoriat! They also figured that it had to be activated by a ritual on this plane.
  • Not wanting to spend much time here in case more enemies arrived the party took 10 minutes quickly searching different areas in the room. They were able to find a large amount of gold and several valuable gems in the stores. Quickly they pocketed their find and moved into a tunnel on the far end of the chamber.
  • After a few hundred feet the tunnel abruptly changed. Instead of rough, natural surfaces they found themselves entering a room that had been carefully carved from the stone. Despite a thick layer of dust and dirt they could see that beautiful stonework had been defaced in several places. It was clear that this place had a special purpose. In the far wall were 3 stone doorways.
  • The first had a strange device inset with a multitude of cubic stone sections that could be pushed, pulled and slide in different directions. The middle door was open and led into a dark tunnel. While once again natural, the surfaces of the tunnel had been smoothed in several places to make travel easier. The last door was magically sealed. Even though a semi-circle of dust and debris on the floor indicated that the door had recently been opened, no amount of coaxing could reveal what lay beyond.
  • Figuring the mechanical device was a trap, the party opted to follow the tunnel through the open door. After a few hundred feet the party came upon a rickety wooden rope-bridge that crossed a seemingly bottomless pit. Near the centre of the bridge hung a chain which could be used to swing off the bridge to a column of rock about 30 feet East in the chasm. Upon the column sat a chest.
  • Tying a rope around himself, Ethan moved to the centre of the bridge with the intention of swinging to the column. He was met with two skittering spider swarms who enveloped the rogue. Luckily his friends had the wherewithall to haul him back via the rope. From there it was a small matter to clean up the vermin and the two dire stirges that emerged from the darkness.
  • Withthe coast seemingly clear Ethan made a second attempt. However the usually deft rogue somehow fell short of the column and fell into the balckness below. Luckily for him the chasm was covered in an illusion and he only fell 30 feet into some water. A couple of climb checks put him on top of the column where he found a golden robe, some potions, and a note that read:

Congratulations for passing this test of courage and strength. You are hereby promoted tot he first rank of the Harbingers of Ixthul. The next step in your training as a holy warrior begins now.

  • Ethan then swung back across the chasm to the bridge and the party continued along the tunnel on the far side. It was not long before they reached a ornate chamber supported by 4 pillars and decorated with carved griffon heads. On the East side of the chamber was another tunnel. On the North end was a large set of double doors. In front of the doors stood a motionless Eidolon with a griffon's head carved into it's chest.
  • When the party carefully approached the construct asked "Who approaches and why have you entered this sacred place?"
  • The NPCs attempted to convince the Eidolon that they meant no harm and were in fact allies. However the guardian seemed unconvinced and turned hostile when Braddoc attempted to intimidate it.
  • The session ended with the raising its might fist in an attempt to smash the skull of the nearest party member.

Monday, March 23, 2009

Treasure

May 17, 2009

Here's a summary of what was found in the sunken temple last night.

CASH
  • Gems (500 gp) x 6
  • Gem (100 gp)
  • Statue (250 gp) x 2
  • 400 gp

Total = 4,000 gp / 5 = 800 gp each

MAGIC

The headband goes to Nenia, the cloak goes to Delian and the candle will go in the bag of holding until needed for a ritual. By taking the new cloak, Delian gives up his Amulet of Protection +2. Who wants it? I'd reccomend Braddoc take it.
  • (10) Headband of Intellect [5,000 gp]
    Property: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
    Power (Daily): Minor Action. Gain a +2 power bonus to the next Intelligence attack that you make this turn.
  • (9) Cloak of Survival +2 [4,200 gp]
    Enhancement: +2 Fortitude, Reflex, and Will
    Property: Gain a +2 item bonus to Endurance checks
    Property: Gain resist 5 cold
    Property: Gain resist 5 fire
  • (11) Ritual Candle [9,000 gp]
    Property: This candle never burns down (except as noted).
    Power (Daily): Standard Action. Light the candle before beginning to perform a ritual. You gain a +2 power bonus to any skill checks made as part of the ritual.
    The candle automatically extinguishes at the end of the ritual and can be used again the following day.
  • (6) Amulet of Protection+2 [1,800 gp]
    Enhancement: +2 Fortitude, Reflex, and Will
April 19, 2009

Here's a summary of what was found in the dragon's horde last night.

CASH
  • Gold tiara (1,500 gp)
  • 400 gp
Total = 1,900 gp / 5 = 380 gp each

MAGIC

I assume the boots will go to Braddoc and the helm will go to Sterling.
  • (12) Battlestrider Greaves [13,000 gp] PHB
    Property: Gain a +1 item bonus to speed while wearing heavy armor.
  • (10) Helm of Heroes [5,000 gp] PHB
    Property: You and each ally within 10 squares of you gain a +2 item bonus to saving throws against fear effects.
    Power (Daily): Free Action. Use this power when you grant an ally a basic attack. That ally can take a standard action instead. The ally gains a +2 power bonus to any damage rolls made during that standard action.
March 22, 2009

When the game ended we decided we were going to Sharn. Once there I'll sell the following treasures currently in the Bag of Holding.

CASH
  • Silver Bracelets (100 gp) x 5
  • Gold Bracelets (250 gp) x1
  • Gem – Fire Opal (1,000 gp)
  • Gem – Black Pearl (500 gp)
  • Gem – Topaz – (500 gp) x 2
  • 2,550 gp

Total = 5,800 gp / 5 = 1160 gp each

Update
  • 1,000 gp
  • Gem - Jade - (100 gp) x 5
Total = 1,500 / 5 = 300 gp each

MAGIC


We also have the following magical loot.
  • (10) Jolt Flask [200 gp] AV
    Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +13 vs. Fortitude; on a hit, the target is dazed until the end of your next turn.
  • (5) Power Jewel [1,000 gp] AV
    Power (Daily): Minor Action. This power allows you to regain the use of an encounter power of 1st or 3rd level.
    Special: You must have reached at least one milestone today to activate this item.
  • (11) Sending Stones (pair) [9,000 gp] PHB
    Power (At-Will): Standard Action. Until the end of your next turn, any person speaking into one fist-sized round stone can be heard by those near the other stone as though he or she were standing in the other stone’s place. At the end of your next turn, both stones are exhausted. With a minor action, any character touching a single stone renews the set.
    Special: Sending stones normally come in a matched pair attuned to one another. Larger sets of stones attuned to each other can be created (add 50 percent to the base price for each additional stone).
  • (10) Glowstone [200 gp] AV pg#191
    Property: A glowstone radiates dim light in a 2-square radius.
    Power (Consumable • Radiant, Zone): Standard Action. Use the glowstone to creates a zone of bright illumination in an area burst 2 within 5 squares of you. Any undead creature that is vulnerable to radiant damage that enters or starts its turn within the zone is affected as if it had taken radiant damage. For example, a skeleton that has vulnerable 5 radiant takes 5 radiant damage if it enters or starts its turn in the zone. The zone remains until the end of the encounter or for 5 minutes, whichever comes first. Using this power turns the glowstone to dust.

NOTES

Delian - I'd like to keep the black pearl (500 gp) for myself. If anyone wants any of the other gems as part of their share let me know or I'll just sell them for cash. I'm not interested in owning any of these magical treasures.

Ethan - I will be taking 100% gp as I will be purchasing a new weapon while in Sharn.

Sterling - Will be taking cash as well.

Saturday, March 14, 2009

Recap #22 - Koptila's Secret

  • Having just defeated the ogres and orcs that suddenly appeared the group took a short rest and then made their way to the door on the West side of the room. In the distance they could hear the guttural sound of chanting.
  • Ethan carefully opened the doors and crept down the hall. Not far along he came to a brightly lit room. From his vantage he could see 3 ogres with bowed heads surrounding a rune on the floor. They seemed to be either completing a ritual or praying. The rune was the same sun symbol they found on the door leading here.
  • Though the room was brightly lit the group decided to move as quickly and quietly as possible in an attempt to take the ogres by surprise. With a little teamwork they were able to gain the entry to the room without raising an alarm.
  • Once noticed, the PCs waded into battle. The nearest ogre - a warhulk - used its heavy flail to great effect on Braddoc and Ethan. Meanwhile Delian, Sterling, and Nenia tried to take out the Ogre Skirmishers who were lobbing javelins from the far wall. Splitting the party (again) managed to spread the damage around. However this was not the main problem they now faced. Every few seconds (end of the round) one of the PCs gained a curse upon themselves that slowed them and caused a penalty to their Fortitude and Will defences.
  • As the fight dragged on, Delian noticed that whenever someone was cursed the braziers on the far side of the room flared a little. Deducing that the fires were somehow connected, the PCs set to work upon them as well as the ogre foes. Delian also deduced that the writing on the wall mentioned an ancient god of some sort that was now angered by the presence of the party. Perhaps that was who the ogres were praying to.
  • Nenia was able to use her Thunderwave to knock over a brazier (on a crit!). There was no noticeable effect on the curse. However when Delian took a few seconds ot bow his head in prayer and apologize for this intrusion he knew he was on to something. He indicated for the others to do the same. They failed miserably and the curse persisted.
  • Meanwhile weapons were swinging as the ogres and the PCs attempted to hack each other to death. Braddoc in particular was having a lot of difficulty wounding the warhulk. Sterling took a huge brunt of the damage trying to fend off the skirmishers. After a number of rounds the PCs finally earned the upper hand.
  • After the battle the party was able to disable the second brazier and end the curse upon them all. Some treasure was found on the ogres and under one of the braziers.
  • Proceeding down a short flight of stairs the group followed a short hall to the West. As they walked the passageway they heard what sounded like a hum or crackling sound. The farther they went the louder it got until they reached a set of double doors where the sound was near deafening.
  • Expecting the worst the group burst open the door and rushed into the room. It seemed to be some sort of burial chamber. They were met by two zombie hulks who seemed to be guarding the source of the sound - a large energy field cracking with necrotic energy filled the centre of the room. They were also able to see through the field to a small room on the far side where yet another sun symbol hung on the wall in the form of a large metal icon.
  • Nenia's Arcane check on the field failed to reveal anything of its nature or how to deactivate it.
  • The PCs turned their attention to the zombies who quickly smashed Braddoc and Delian onto their backs and blocked further progress. Unable to gain flanking positions, the heroes attempted to push, pull, or slide the ogres in some manner.
  • A few seconds into the battle a large undead ogre ran in from the back room and blasted the party with necrotic energy and slowed them. It was a beast known as Koptila. It then attempted its Death's Beckoning on Delian to no avail.
  • Figuring they could quickly kill the zombies, the party left Koptila alone. The PCs expected from experience that the hulks would raise themselves once when they were "slain". However there was something they didn't realize, whenever a zombie was killed it disappeared only to return at the end of its next turn within the necrotic energy field! Several times they dropped a zombie only to have it return and set upon them again. Meanwhile Koptila was wreaking havoc upon the party although Delian managed time and again to avoid Koptila's summoning power.
  • During the scrum Braddoc stepped into the field. Aside from taking damage the party was surprised to see energy leave the dwarf and move into Koptila. Somehow the field had drained a healing surge from Braddoc and boosted Koptila in some manner.
  • Things were looking pretty grim for the party at this point. Resources were being used up and the creatures were still coming. Finally Nenia determined that the Sun Icon on the far wall was the key to the necrotic field.
  • After conveying the information to the party Nenia used her Thunderwave power to make access way to the sun icon. Ethan took the opportunity to move in and attempt to disable the device. He quickly realized that the only way to doing so was to simply rip it off the wall.
  • His first attempt failed and a zombie proceeded to try and smash his brains in. Koptila then used his Death's Beckoning power to teleport Ethan away from the icon. With the doorway blocked by a zombie no one was able to gain access to the icon again!
  • Then it happened.... TEAMWORK! (hehe... j/k) Braddoc put himself in the way of an opportunity attack from the blocking zombie in order to assist Ethan with jumped clear over the 10 foot zombie! It was a difficult task but it worked!
  • Once on the other side, Ethan was able to rip the icon of the wall. It turned the tide of the battle. Not only did the energy field disappear, it revealed a large hole in the floor.
  • In addition to rendering the zombie regeneration inert, Koptila seemed to actually take damage each round. He pulled all the stops attempting to slay the party and return the sun icon to its place but soon he fell to the floor never to rise again.
  • With every resource exhausted the PCs fell to the floor for a quick rest. A look down the hole in the centre of the room revealed a 20 foot drop into what looked like a natural tunnel. On its floor rested a ladder and some rope.
  • A few moments later Alara entered the room with her skeletal servant in tow. She said she had learned something new and asked for a report.
  • Delian complied with the request and Ethan pointed to the sun icon that rested against a wall. After a few moments consideration she addressed the party.
  • Her researched led her to believe that the ogres had been tricked hundreds of years earlier. Their leader Koptila had sacrificed his life in the deal and the ogres had been "saved" from their enemy by being transported through time. Their sudden materializing was the effect of their being sent from that moment in time to this one. She surmised that it seemed almost instant to the ogres. However she also believed from her readings that the ogres were being used as a decoy for some other more nefarious purpose. She wanted the PCs to proceed immediately into the hole in the floor. She felt it was no coincedence that it was there.
  • Realizing the group was in no shape for further encounters she asked them to drag Koptila's corpse from the room. She had to reactivate the energy field and didn't want Koptila to gain some advantage from it.
  • When the room was clear she placed the icon back on the wall. Immediately the energy field sprang back to life. Amid the din of crackling Alara began to perform a ritual. After about 10 minutes she put both hands into the field. Energy bolts flew in every direction and enveloped the party. A few seconds later Alara pulled her hands back.
  • Alara looked very drained but the party had been fully regenerated. It was as if they had taken a night's rest within a few seconds!
  • Alara asked them to remove the sun icon and give it to her servant. She then pointed to the hole in the floor and indicated for the group to proceed. The entire region's lives may be at stake.

Monday, March 2, 2009

Recap #21 – An Enemy Returns

Another long one folks…

12 Nymm, 999 YK
  • After defeating Jarmaag, his concubine Galaria held true to her word and assisted the PCs in retrieving the Khyber dragonshard from the secret compartment.
  • The PCs questioned the succubus in the hopes of learning something more about the theft. She indicated that it was Rathos who originally obtained the job. He relegated the work to Jarmaag and his crew. However when Jarmaag realized the value of the item he had taken he decided it was time to claim leadership of the Bloodghosts in Xandrar. Galaria never heard the name of the person who ordered the job but did here the employer referred to as “she” on several occasions during the planning stages.
  • The watch turned up at the bar about 20 minutes after the battle and the PCs turned Jarmaag over to them. Galaria was set free by the PCs. She promised she would be leaving Xandrar at the earliest opportunity.
  • After buying a few potions, selling a few items and visiting the ship captain they freed from Rathos, the group located their horses and started the journey back to Lakeview. The dragonshard was safely stowed in the Bog of Holding.

18 Nymm, 999 YK

  • The group made camp at a fork in the road about 1 day’s journey from Lakeview.
  • At about the 6th hour of the watch they were awoken by a rough voice who taunted them. “Well, well, well. It seems I have finally found you.”
  • Upon waking they PCs realized they were surrounded by a large number of hobgoblins led by none other than their old adversary Sinruth! After a very brief dialogue he gave a signal to attack.
  • Things went from bad to worse when the ground suddenly shook and a great beast tore from the ground killing several hobgoblins and knocking a number of other combatants prone. Realizing what was transpiring Sinruth ordered his men to assist the PCs in killing the Bulette that had decided it had found a plentiful feeding ground.
  • Things were going well against the bulette until it became bloodied and buried itself. Unable to attack their common foe, the PCs quickly turned back to attacking the hobgoblins. Several of them were killed.
  • A couple of rounds later the bulette once more burst from the ground and set upon the remaining people. Unable to decide whether to trust Sinruth a second time, the group split their attacks between killing their old foe and their new one. It took everything they had (and I mean everything) to accomplish the task. In the end the bulette was forced to retreat severely wounded and Sinruth gave himself up as prisoner. The group recovered 200 gp and an Elven Cloak +2 from the defeated hobgoblins.

19 Nymm, 999 YK

  • The PCs entered Lakeview with their prisoner in tow. However they immediately noted that the inhabitants of the town were on edge (to say the least). Paranoid would be more appropriately descriptive.
  • The group escorted Delian to Alara’s residence so he could deliver the dragonshard. Alara was pleased. Offered Delian a drink and listened to his report. She also warned him of leaving his friends alone in town in light of recent events. She didn’t allude to what they were at that time.
  • Sterling took care of stabling the horses and then assisted Braddoc and Nenia with escorting Sinruth to the town jail. It took a little convincing but they were able to get him incarcerated.
  • Ethan went to find out what was going on in town. One woman talked briefly about mysteriously appearing ogres killing people. Then she got so freaked out she ran away. From there he worked his way around town until he end up at the Tailchaser Inn. No one was in the pub so he hit up the bartender for information.
  • He learned that 7 days prior an ogre had materialized out of thin air in the middle of the town square and set upon anyone with reach. It killed over 30 people before an organized resistance was able to take it down. 3 days later another appeared at the town pond and killed 4 swimming children before being killed. No one knows where they are coming from but many people are leaving the area until the mess is cleared up.
  • After everyone returned to Alara’s residence she proceed to fulfill her end of the bargain. She divulged the following information: (I’ve had to switch things a bit from what I said last night. It seems I had my planar information quite wrong. Oops. You’’ just have to go about things another way!)
  • The last known location of the Phoenix Cloak was in the Fernia – the Sea of Fire. Getting there was not impossible by any means but it would be difficult. Getting there is MUCH easier when Fernia is coterminal with Eberron. However that is not going to happen again for another 683 days. (Just over 2 years) To that end she had sent Telios and Andred
    (the minotaur and dragonborn) to Arcanix in search of other means of getting there.
  • They were also researching another the group would need. It seems that the cloak is in a chamber that is impossible to open without the proper seal. There research seemed to indicate that the seal was being guarded within the Demonwastes. This was currently being confirmed with research in Arcanix.
  • In the meantime the town had been under attack from the ogres. She noted that Kythri was currently coterminous with Eberron. She felt that the Churning Choas plane was somehow tied to the ogres. With that clue she
    was able to find a small ancient snippet in one of Andred’s history books referencing a powerful clan of ogres that used to live just north where Lakeviewnow rests. It was even possible that Lakeview was built upon buried ruins. It seems that a powerful enemy was about to defeat the ogres so the clan chief, Koptila, mad a bargain with some gods in exchange for the rescue of his clan. The gods agreed and all the ogres disappeared without a trace. There is no record of where they went.
    • As Alara was talking the ground suddenly began to shake like an earthquake. Upon investigating the group learned from some people that a huge sinkhole had opening in the earth north of the town. One brave soul had crept up and seen a passageway of stairs leading into the earth.
    • Alara thinks this is no coincidence. As the PCs have a week or so to wait for the return of Andred and Telios she asks the group to investigate.
    • The group makes their way to the passageway. They find a door that has been cracked up. Using a sunrod the group moves in to find an ancient chamber covered in runes. From a small crevasse in the floor the party hears the whispers of hundreds of voices.
    • As the group moved toward a door in the West wall 3 ogres and 3 orcs suddenly materialized throughout the room. The group was able to get a round of attacks in while the seemingly surprised beasts slowly became substantial.
    • Even though the foes caused quite a bit of damage (yay for great axe crits!) they were quickly subdued by the PCs. Upon the corpses the group found 3 silver bracelets worth 100 gp each.
    • The PCs once again turned their attention to the door to the west. It is adorned with a large sun icon. Listening to the door, the group can hear loud guttural chanting. They are unable to discern what it means.