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Post by Monica on Jul 26, 2009 21:45:36 GMT -5
After a brief and very vague request to all willing adventurers to make the kingdom a better place, you are pulled aside by an elven gypsy woman who tells you your destiny is in the north. And handsome and somewhat rude Bard vouches for her, and you head to the North Sector.
There you put yourselves in the middle of an argument by a few merchants in the merchant guild. According to them Archbishop Avonthemon was given a vision that a tax must be put on the merchants, a tax that includes the removing of one's eye or hand. A teenager seems to be the only witness and so far the only one who has paid the tax, though you find that a girl by the name of Kate has gone missing.
Avonthemon's temple is closed, so you eventually head to High Priestess Sarah, who untill recently was the only governing force on Salamar.
She is surprised at your claims, and hands you the key to Avonthemon's temple and hopes that you will find out more about what is going on as discretely as possible.
As you are about to leave, Sarah's guards block the door and attack you. One of them screams "For Vecna!"
As the confusion settles and the last body of your foes fall, there is a collective sigh of relief.
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Post by Monica on Aug 2, 2009 20:17:54 GMT -5
Sarah is grateful for you saving her and gives Pelorik and Lili gloves of the healer. The Mage you left alive appeared to be under some kind of domination spell, and Sarah agreed to preform the proper rituals to break the magical hold on her. You go to Avonthemon's temple, and find a number of undead nasties ready to fight. The coals in the fireplace are still warm, and despite your best efforts, you find no form of secret passageways, but you do find a box with some eyeballs in it.
After cleverly disguising yourselves, sarah and the mage, you escort sarah to the temple of pelor where she will hopefully be safer. While the Dragonborne and Genasi enjoy their new feminine forms.
The next shift of guards seem to have suffered from a night of binge drinking or some kind of mass amnesia.
When dawn breaks, you are told that Avonthemon was sighted entering a warehouse near his temple. After waking up the Ranger, you head to the warehouse. And find Avonthemon barely human, and attempting to summon the avatar of Vecna.
You slay him and his undead servants (one you think is Kate, a girl that has been reported missing)
When the battle is over, the boy that lead you to the building is compelled to kneel by the makeshift altar and cut off his own hand, screaming for Vecna to take him. The adult merchants drag him away while he screams and pours his blood all over the basement floor.
You find a large hidden door directly facing the altar, and you can't help but think it is somehow related.
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Post by Monica on Aug 23, 2009 20:38:08 GMT -5
Pelorik heals the boy that cut off his own hand, yet a black scar of necrotic energy remains. Pelorik goes to the temple of Pelor and on to another to check on any developments Clark and Sarah have made.
A Wizard that is passing by comes to investigate, and joins the group. Taliom keeps a close eye on the newcomer.
The Dwarf goes to the inn, and soon after passes out for the next 24 hours.
Lili and Mel then sneak around the inn in search for anything suspicious. Lili finds turnips and is pleased.
You talk to the owner of the warehouse. He had bought it many years ago at a public auction, and had never opened the "secret" door.
You find the the underground dungeon was where at one point Avonthemon had captured evil creatures and given convicts the responsibility to convert these creatures.
The humans tell you that this was all thanks to Akanuul, and Beartice(the resident Night Hag)
Akanuul appears to be a relatively good Green Dragon, that desired revenge and freedom from this abandoned hell-hole. After much debate you decide to let her go free, with the promise that she will try her best not to kill any more sentient beings.
You present you good deeds to the King, who is not all that impressed, but you are allowed to rummage through a pile of weapons and armor.
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Post by Monica on Aug 30, 2009 20:18:22 GMT -5
Xandor tells you that there's something weird going on in Kelavor.
Get passage from Alvar by fetching a box of love letters for him.
Hear of a small mystery boat that was seen around the coast of Kelavor.
Villagers say druids are causing trouble, mines are not profiting, and there have been earthquakes.
Get in a fight with a bear in the basement of a bar. Rewarded with drinks on the house and a free night's stay at Bar.
Druids angry at the humans, told that some miners had thrown rocks at Irk's little sister.
Irk tells you that the cause of the earthquakes is another druid, who is trying (and failing) to make a mountain range to protect the forest from the colonies.
You send word to Sarah, that a diplomatic ambassador should be sent to Kelavor and settle these land disputes. Irk says she will make the earthquakes stop.
Make camp on the druid side of Kelavor (where you can still see the river, as to not anger them) and are attacked in the middle of the night by people that look like druids, but reveal themselves as rakshasas.
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Post by Monica on Nov 17, 2009 18:03:16 GMT -5
You find the home of several rackshasas who just wanted to be left alone. And kill all but two, a father and daughter. Pelorik takes them to Salamar and Sarah for advice. The adult is executed on the spot, and the child is taken to a temple of Pelor in hopes that she can be "saved".
Just as you finish dealing with the rackshasas, and Ilithid pops out, it appears he had been controlling the creatures. After killing him, you discover that the group of druids that accompanied you have all been slaughtered by the late mind flayer.
A message is sent to Salamar requesting an ambassador come and settle out territory disputes.
As you are about to leave, you find a recently made trail, which leads to a small tent, with a dead wizard inside. His journal claims that he was working on some kind of portal device to the underdark for his employer.
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Post by Monica on Nov 17, 2009 18:18:09 GMT -5
The party now heads to Zhar on Alvar's ship, as he has promised you payment if you return to Zhar where he gets paid.
On the docks you see a missing persons poster that describes the wizard you had seen in the tent. In the guard office you meet the wizard's wife (who you now know is named Melvin). She knows nothing about his contract to make a portal but claims he was a good man.
Not five minutes later, you hear screams. "DROW!!!!"
Rushing to the scene, there are indeed several drow in the street killing civillians and guards alike. With your help the drow are subdued, when you try to interrogate one, she bites off her own tongue, killing herself.
In a few hours an announcement is made by Sir Rolan. He admits the breach in security and claims to go to the underdark personally and kill all the drow if that is what it takes. He hires you as temporary personal guards as many had died in the battle.
While guarding his room at night, drow somehow enter the room and murder Sir Rolan, and call him a betrayer. Before the authorities arrive, Pelorik swipes an important looking document from the room.
It is a coded message. You go to the inn that the letter refers to, but find nothing.
After some research, and finding out someone has put a bounty on your heads, you come up with a name. Luke Davin. And after much debate, knock on his door. Davin, not liking to be backed into a corner, throws a rock which opens up a portal releasing several underdark nasties that try to kill you.
As the battle is ending, a large group of guards come to assist you. And when it is safe, reveal that King Melkar has come and holds an immediate trial for Davin.
He pleads guilty, and is quickly sentenced to a public hanging. However, someone in the crowd throws a rock at Davin, which opens up yet another portal in which he disappears into.
While Melkar is not pleased, he gives you lots of loot as well as a house in Salamar.
The next day a new constitution is proclaimed.
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Post by Monica on Nov 22, 2009 21:48:02 GMT -5
Since it would be quite rude to not at least visit the house Melkar gave you (but you can't sell) you head back to Salamar for a little vacation.
Pelorik gets a letter from Priestess Sara, and goes to pay her a visit. He finds a dashing young Paladin standing at Sara's feet, ready to serve. He then goes to the temple of Pelor, to check up on the racksahsa child he left there. Turns out it was a mistake, the child killed her caretaker and escaped into the city. Clark feels very guilty about this, and checks in with the city guard almost every day, but realizes the complications of finding a shapeshifter.
Mel takes the time to use the lab in the new house to make a bunch of potions.
Lili buys some turnips....
Yuriel finds a group of strong and rebellious Genasi, who seem to have some ambitious plans. You invite them to dinner.
After some discussion, and proof of loyalties, Yuriel agrees to join their cause. Ashar-sun gives Yuriel a sending stone, promising to call upon him in the future.
Everyone celebrates, and gets massively drunk (Except Pelorik of course)
The next day, when the group is suffering from hangovers, a messenger arrives, the King requests their presence immediately.
King Melkar appears anxious, and begs of you a favor. To go into the depths of the ocean and retrieve the kilkitat root. He states that it is of a personal matter, and he hopes that it be kept discrete.
You find Emmet Wilder, the captain of the Wildest Winds, and set sail without further ado.
Pelorik and Yuriel elegantly dive into the water.
As you are searching for the mysterious plant that is said to resemble a small pine tree with purple needle, Pelorik knocks over a bronze goblet, filled with a dark green fluid that does not spill out.
Eventually you find the plant, and as you are harvesting it, a bright green shield surrounds you, and what you thought was a large rock, was in fact a primordial Naga.
Though it speaks mostly in primordial, you think you hear the words, "Guardian" and "Guilty" come from one of it's many heads before it knocks you unconscious.
When you awaken, you find yourselves and a beautiful island. Surrounded by strange people that have the stature of a dwarf, the gentle facial bone structure and ears of an elf, and the eyes of a human. Along with a handful of a halfling/gnome humanoid.
This is the island Ruben. Where criminals of the "Great Empire" were banished, and their offspring for all time to be banished as well.
After visiting the library, and talking with these people, you hear a sound that can only be of a very large beast running at full speed. There is no time for introductions, but from what you have heard, must be the metallic Dragon, Patience. But unlike any dragon you have encountered before, she has several heads. All of the heads yell out a warning, and the people scatter.
Not far behind her is the chromatic Dragon (also with many heads) whose name you think is Wrath charging up towards the people and Patience.
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Post by Monica on Jan 4, 2010 18:42:13 GMT -5
You subdued Wrath, and Patience dragged him off to his cell. A half-orc rogue got bored on the ship and jumped in after you, curious to find your corpses. The Naga knocked her out before she realized what had happened. She awoke on Ruben and against her own best judgment, ran straight into the battle between our heroes and the Dragon.
Malachite, one of the inhabitants of the island requested that he come with you. You agreed to let him come.
You returned to Salamar, and gave the root to Mellkar. He asked that you escort the priestess/Mage Liliah as she preforms the ritual to unbind the young woman's body, and then resurrect her.
The ritual goes on without any problems, and the woman is revived. You escape through a secret passageway and double back to see who was trying to get in. You find a Mage, whose story does not line up, but you cannot get more out of him.
Melkar tells you that things are more complicated than they seem, and asks that you stay out of this matter for the time being.
Xandor says there is something going on in New Albin and trolls.
Pelorik visits Sara and the Paladin with nice hair, and asks if they could dine together sometime.
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