At World's End

Temple of Lolth
"Heeeeeere's Johny!"

You defeated Commander Zaknoril and stopped the drow reinforcements from arriving and slaughtering your meager elf war band. Luckily, you were able to distract groups of drow on your half-sneaky, half-lucky journey to the Temple of Lolth, and made it there with only minor wounds sustained. Once inside you sealed the doors and cut yourself off from the larger fight; you were taking things to the Fanglord now.

The first room featured two torture pits, one of which was complete with a drow inquisitor torturing a nearly dead female elf (who happens to be Lia’s sister). A drow temptress watched over the torture as the inquisitor did his job. Two ogres lurked nearby, their job to guard and look intimidating, while a demonbinder stood in the shadows. A fight broke out (of course) and it appears this will be quite a tough battle, testing all your skills. Who knows, maybe after this the Fanglord will be a push-over. >:-D

Session log:

Attack on Phaervovral
"Sorn's a girl now!"

And so began the attack on the drow fortress city of Phaervovral. You first had Sorn and Lia infiltrate the city and burn down the armory where their weapons were kept, and then the ambush caused the drow to fight without any leader. You broke through the bridge-gate and found Sorn tied up in the barracks, as the commander there saw through his disguise and thought him a traitor (better than a camouflaged tiefling). A fight at he barracks ensued, which shall be completed next week!

Session Log:

Leave questions or concerns in a comment below! Thanks for a good game.

Stomping some more drow
"Will crit for food!"

This session entailed much chaos. Bloody, violent and crit-happy chaos. With a critical hit per round (on average) you decimated the drow blademaster and their leader Calias Archwinter. Though drow did show up towards the end, since they planned to trap you, you slew them, along with mysterious archers in the woods, who turned out to be the elven resistance. You even stopped the escape of an Illithid who was dealing with the drow (for whatever reason Illithids do anything).

After the combat you found out that Lady Shandria, First Sword of Mithrendain, was leading the elven resistance. Apparently she, and a small group of her soldiers, came back to the Material Plane after fleeing their overrun city. The Court wouldn’t let her take their army back to fight, but she was able to start the elven resistance, and protect it by moving in and out of the Feywild to avoid attack when they were pinned down.

Lady Shandria informed you that her plan is the rescue several elven nobles from the drow city near where you are. The city is watched over by the Fanglord, a sinister and very powerful drow leader. This attack will be your way to earn Shandria’s trust, and if you succeed she will take you to talk with her matron, The Summer Queen. Perhaps then you can convince the eladrin to join in the fight for the world.

Session Log:

Notes: You found some loot. +3 Armor of Night, a statue with some black pearls worth around 3k gold, and a box of gems worth about 1k gold.

Leave any questions or comments below! I had a great session, and this combat was a real fun one to really pull out all the stops. Hope you enjoyed it too.

Note about the secondary storyline: Justin will be DMing a one shot that will take place in the desert. The session will most likely happen after you reach level 12 (which is after you take the city, if you can actually take it). I’ll let Justin post any specifics as he deems fit.

Here come the Drow....

Our heroes traveled through Eldarnath on their way to the Fey Crossing in the southern region. However, as they walked, they came upon a camp of drow and their goblin minions. At first it was an easy fight. The drow were no match for our heroes, but soon the goblins returned in greater numbers and brought along their pet Umber Hulk to ravage the party with its mighty pincers and beefy, shelled arms. Yet, even those were of little consequence to our heroes. They took down the hulk and the goblin taskmaster efficiently. However, as the battle wore on they moved closer and closer to the drow’s central camp.

Once the Umber hulk was dead, they saw a dominant male drow standing atop a small cliff. “Well done, you have slain my minions. But your life will end here, and your blood will be used to empower our Queen!” he said. His words rang with authority. A lithe drow stood by his side, his eyes glinting with malice. A third drow, female this time, stands with a staff of webs and black iron, smiling maliciously as our heroes step forward to confront these foes.

Session Log:

Questions, comments and concerns are welcome!

Familiar Faces
"I don't mean you any harm at all"

A fight with the wights ensued! It was a short battle, and only left small stains on some of your souls. What came next was much more odd…. A meeting with an old friend. Kalarel was his name, and you already killed him once. At the time he was trying to open a portal to the shadowfell to unleash Orcus’s armies on the world. What he’s doing now you aren’t so sure.

After that meeting, which didn’t end in a fight, oddly enough, Kalarel pointed you to a means of getting back to the material plane. He said that the only he wanted you there was to see how you had grown as heroes. Other than that, it’s still a mystery. Maybe time will tell more of his story.

Once back in the material plane, you trudged through a swamp that was charged with energies from the Elemental Chaos. From frozen crows to living shrubs to flaming snakes, you hacked through the swamp and made your way out of it only slightly the worse for wear. After finding yourselves in the middle of the Nentir hills, you teleported back to Starfall.

Once in Starfall you met some new faces and saw some old friends: Thalia, Wafado, Ariel, Smoke, and Spaffy where all there. The new faces you met were Sora, the female dragonborn, and Aramir, the elf sentry from Torias Syrdaes. You learned of several changes to the way the world is right now:

A group of elves has escaped and formed a guerrilla squad that has been attack settlements then disappearing into the woods. Several prisoner camps have been attacked so far. No word on where they are or who’s been leading them.

The dwarves are under stress again, and Gulgol is pressing the offense and cutting off the dwarves’ food supply. Rumor has it that there is a flying machine being built by them.

The White dragon Rime has been biding his time. It is speculated that he is waiting for Mithrendain to shift back into the Feywild then attack there, most likely destroying the eladrin.

The hobgoblins and goblins have pulled out of Granville and are going back to the Forsaken Plains. Why they are leaving you don’t know. Granville is know controlled by the dockhand’s guild; which was previously notorious for smuggling and other crimes.

Ashwing has begun to expand his borders into Nentir, but that has been met with resistance by the blue dragons so far.

Session Log:

Ambushed in the Streets
And then onto a mysterious crypt

After a rousing evening getting a group tattoo and drunk (total cost of 50gp from your personal stash), you find yourself ambushed on a silent side-street of Sigil. A group of mercenaries and bounty hunters they were; you killed a few minions, but knocked out their leader and the other soldiers quickly surrendered to your might. They showed you several wanted posters from Granville, where the High Aracnist is offering large sums of gold for your capture and return, dead or alive (dead would probably be more merciful to you).

These bounty hunters were given these wanted posters by a mysterious figure, and the only clue you have to finding out who it is, is the wax seal on the envelope: A red 8-pointed starburst. You were told the person had that same symbol on his shirt. Perhaps the crest of an organization. After the scuffle, in return for allowing them to live, the bounty hunters gave you a platinum ring set with a pristine emerald in golden filigree.

The portal, in the Consortium Plaza, is a large half circle placed in the ground like an arch. Once you step through it, however, you don’t find yourself in Tradegate. Rather you have been diverted to some type of crypt. The air is cold, oppressive and a sense of dread and gloom permeates through the stone. Your lights flicker off of several coffins, all of which seem to hold a secret. That secret is revealed when you enter further into the room. Wights exit from the coffins as an unintelligeble whisper breaths through the room like a wind. Fight or flee, these abominations are after your blood.

Session Log:

Hope you enjoyed your first post-paragon battle!

City of Doors

Turns out “crossroads of destiny” was a phrase that activated a portal back to your world. Except that it didn’t go to your world, it led straight to a Cambion’s bathroom wardrobe! Let me tell you, the Cambion was none too happy finding 6 fully armed crazies in his bathroom. After being kicked out of the house, you find yourself in a strange city, where the houses close in on you and the sky is covered in dingy brown haze. Not only that, but the city wraps around in a large donut shape, and you’re on the inside of it: You’re in Sigil!

After some initial panic, you set off to find an inn so you could regroup. A nice female tiefling named Kylie tracked you down and offered her services as a tout (guide), saying that berks like you, fresh off the prime, need a guide to stay out of trouble. Kylie told you all about Sigil, how it connects to all other planes, and portals lead in and out of the city and are activated using gate keys.

Once at the Chirper’s Inn, you regroup and develop your plan of attack: head to the Feywild and convince the eladrin to take back their home. That requires both a way out of Sigil, and a way to the Feywild. Your way out of Sigil was sealed when you visited Lu Ruskin at the shop Tivuum’s Antiquities. Lu is a well-known proprietor of gate-keys, and was able to sell you a key to the city of Tradegate, in north Nentir. From there it’s only a short matter of walking up to Valyria and traveling to the Feywild; if all goes to plan…

In the city, you may purchase and sell magic items as you please. You have a group gold fund of 9590, plus whatever you have. If you split that 6 ways you have 1598gp and 4sp, plus whatever you’re selling. I’ll send out an email about that.

Session Log:

Hope you enjoyed it. I’m still not used to inter-city exploration/intrigue, but I hope I’m getting better! Can’t wait to see where this goes.

The Door
Paragon Status Attained!

You all fought a tough battle versus Energy Darters that threatened to overwhelm you as you tried to get the door open. Half the group slaughtered energy beasts while the other half puzzled out the door. In the end you succeeded, though it was a tense and close battle.

With the door open you entered into an extra-planar vault that contained statues of 7 deities: Bahamut, Avandra, the Raven Queen, Melora, Corelon, Pelor and Kord. The statue of Kord came to life and you conversed with it about the state of the world and your role in shaping its destiny. You were given the Mortal Instruments: items of power that will help you defeat the dragons. I don’t feel like re-writing the conversation, so just take a look at the chat log.

You got a lot of new items. The mortal instruments are listed here:
Bahamut’s Fang
Garb of the Raven Queen
Nature’s Bounty
Emblem of the Darkened Sun
Mantle of the Wandering Master
Nehima, Charter Blade

You also received these items, which were placed in the chests:
10,000 gold
Chord of Natural Endurance (Cincture of the Githzerai)
+3 Drowmesh Armor of Aegis Expansion
+3 Drowmesh Runic Armor
+3 Heroic Dagger (Luckblade Dagger)
Platinum Scale (Battleforged Shield)
Rope of Climbing
Immovable Shaft

So far, your only clue out of the room is the phrase “Crossroads of Destiny” scribed on Kord’s statue.

Session log:

Glad you guys got to paragon! I had a ton of fun with this, and am glad you like the Mortal Instruments. Leave comments, question and concerns below, especially regarding the items; I’d like to clear up confusion with them as soon as possible.

The Six Guardians
Let Sleeping Heroes Lie

Our heroes descending into the cave that supposedly holds the Mortal Instruments. Upon entering they find a trial of sorts. Their resolve and will is tested by the six previous bearers of the Instruments. The battle is long, and hard. The power in the air swirls around, creating an unstable atmosphere for arcane and divine powers. The guardians were fierce, wearing down the heroes one by one until death loomed above everyone’s head.

Then Duron fell, then Rhogar, and Paelias soon after. Sylvia followed suit, with Lucan and then finally Feodor. Nothing would stop our heroes, not even those of old. The guardians, the aspects of the gods, had been defeated. Their way no longer barred our heroes ventured forth into the next chamber, where they encounter motes of light flittering through the air. The motes radiated light that revealed the scope of this chamber: impossibly tall, with pits impossibly deep; are the heroes even in the mortal realm anymore? Have they stepped into some other world? One thing remains certain: they must get passed that bloody door to proceed.

The door that blocks their path is 40 feet tall, 10 feet wide and made of obsidian. Runes of all colors glide along the surface as if the door were liquid and the runes leaves floating on the surface. The door is like one giant lock, with the runes being the keys, if only they could be assembled and ordered correctly. This will be no easy feat, and will require the utmost care and precision…. Will it be too much for our heroes to accomplish? We shall have to find out.

Since paragon is so close, I would like to ask everyone to, once paragon is reached, do a little homework. I would like you to write at least two paragraphs explaining why your character chose the paragon path they did. If that is not enough, or is too obvious, you may instead write about what your character plans to do in the future, what goals drive them, how they have changed or will change.

Session log:

Questions or comments are appreciate. Criticisms of the battle are encouraged! I know it was a tough one, but great job pulling out a win.

Arum-Kel, Friend or Foe
Iron Chef 4e Style!

This week started with some tension as our heroes stare down a fully matured brown dragon! At first it seems combat is inevitable, but some words were traded and you struck a deal: Provide a good enough meal for the dragon and he would let you live and tell you what he knows. And so the challenge began! Our heroes foraged for lizards, rodents and even a behemoth to prepare for this dragon’s dinner. Orsik added in some of his booze while Tallon’s demon friend set up the table just the way a dragon might like it.

Once the meal was prepared, the real problem came: would the dragon like the dinner you just made. It was a close call, but your efforts were rewarded when Arum-Kel invited you into his treasure horde. Full of food, ales, wines, spices and arkhosian artifacts, Arum-Kel’s horde was quite a different cache all together. The crown jewel of his horde was the tomb and biography of Rhogar. The biography can be found here.

Krayus, thinking that they could learn the where to find these instruments opened up the tomb and found it protected by a magic barrier. Hoping that his hunch was right he took a deep breath and doused the corpse in flames. This revealed a dazzling display of smoke-imagery that ended in you finding a map of Starfall! Whether it’s the final resting place or another turning point, Starfall is where you should be headed if you want to find out what the dragons are looking for.

Arum-Kel, in exchange for letting you destroy his most prized possession, requests that you return the artifacts you find to him. He let you use his items to find them, and he wants the end-result of your searching; it is only fair. Your next goal in mind, you return to Starfall.

Session Log:

Great session all! I really enjoyed it and can’t wait for next week. Have a Happy Christmas and New Years. Leave questions, comments and concerns as a comment.


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