At World's End

The Ley Lines are Restored

This sessions saw the heroes treat with Captain Iojad, who has offered his self and the soldiers under him to fight with the heroes. All he has said on why he turned is that he would rather die with pride and honor than as a slave to a tyrannical god.

Once the short discussion ended, Iojad and his men moved to defend the spire so that the heroes could be inside and uninterrupted. There they found a hundred statues made entirely of ice. These statues were amazingly realistic and hyper-detailed, down to eyelashes and stray strands of hair. This is what happened to any left in Mithrendain after Rime took over: they became a frozen statue. It is unknown how they might be revived.

Then it was on to the ley line. Of course things didn’t go as planned and the heroes ended up fighting a huge winter elemental, which was drawing energy from the ley line and using it to freeze the city. The battle was a spectacular one, in which Sorn almost died, but thanks to quick planning and lucky dice rolls, he didn’t.

With the elemental destroyed, the city’s power source was restored, and the ice covering everything was starting to melt as well. The last thing they heard was a mighty roar from one of the dragons, followed by a flash of lightning, a peal of thunder, and one more roar. After that, silence.

Session Log: TO BE ADDED

Behold(er) the Army of Archons

This session saw our heroes running a midnight spy session around the city, distracting guards, sending them off in search other places, scouting out the best routes to the Star Spire, and eventually making it back before dying of hypothermia in the below-zero degree weather.

The next morning, you moved on the spire quickly and easily, as all the guards were missing, oddly enough. The first form of resistance you find is the massive army of archons in front of the Star Spire, led by their commander, Zaelex. The dwarves covered your flanks while you attacked the group directly in front of the entrance to the spire, only to be repelled by a dozen soldiers, a few elite guards, their commander, and their pet beholder, and Eye of Frost. The battle was quick and efficient, though there were casualties on both sides. Several dwarves died, leaving your force at 8, not including Rurik and the dwarves on the airship.

After the Beholder fell, the troops began to flee, as did Zaelex, but all of them met their demise in doing so. The path into the Star Spire is open to you now, and the ley line awaits.

Before you could enter, more dragonborn, several dozen in fact, led by Captain Iojad arrived, facing your small force. Iojad nodded a small nod, looked straight at Krayus, and spoke in a proud, regal and commanding voice. He said, loud enough to echo through the streets, “Do what you came here to do, brother. We are with you.”

Session Log:

Forced to Flee
Perhaps the first time you've had to.

This session started off with Orsik and his dwarf shock trooper buddies rejoining the fight. The dwarves blocked the northern and eastern fronts, so that you could focus solely on the frost giants (and the left over troops from Captain Iojad’s command). The fight was tough, and it was thanks to Orsik, who was fresh and not fatigued that the fight ended with minimal casualties from the dwarves: three dwarves died, while 8 are exhausted and cannot fight until they take an extended rest.

After the frost giants fell, you spotted more dragonborn lining up along the large avenues, blocking your path to the Spire directly, but you found some side-roads to take. Unfortunately you couldn’t decide quickly enough and had to run since a group of soldiers was gaining on you. Then came a series of running, jumping, and crawling over ice and snow to get away from the soldiers, with short breaks to help the dwarves.

When it seemed that you would be caught for sure, you spotted a large building, blocked off except for a few windows that hadn’t been covered in snow. You hid in their, waiting for 10 minutes before the patrol moved on to other areas to search. Once free to roam around, you found that the building you were in was a storage building, containing everything from civic utilities to arcane training implements, to trinkets and decorations. In there you found a few magic items, as well as a hefty sum of gold in the form of valuable silks, gems, trinkets and jewelry. The magic items you found are as follows:

Magicians Ring – lets you cast wizard cantrips as a minor action. +4 Rod of the Solstice (Rod of the Churning Inferno) – burns things. Majestic Tapestry – allows you to use View Location through the tapestry without expending components.

Session Log:

Two White Dragons

Polassar and Polazandar, twin white dragons under the Winter God Rime swooped down and attacked while the heroes were trying to regroup. Along with the dragons, small squads of dragonborn and ice archons arrived and harried you, keeping you split up and letting the dragons threaten to kill Lumenai and Runt.

Several minutes into the combat another group entered, led by the dragonborn named Captain Iojad, who led a group of ice archons and dragonborn. He spoke to Krayus shortly, before being the subject of several dozen points of damage before retreating to safety. Perhaps you shall see him again.

Polassar was slain by Krayus and Runt’s awesome double-teaming, leaving Polazandar facing Tallon and Lumenai. This did not end well. Lumenai was knocked unconscious, and the dragon flew off before Krayus could get a healing power on Lumi, leaving the group facing a squad of dragonborn and archons. Not to be challenged lightly, 3 frost giants are barreling towards the group, chasing Orsik who has been rounding up dwarven shock troopers, and are running from the giants.

We shall see how this battle ends next week!

Session Log:

To Mithrendain
"Lumi... Chill out..."

This session was a doozy! The heroes took off from the Dwarven Kingdom in their airship Death Knell. They flew for 10 days over the icy tundra of north Illia. On the way the party got familiar with the dwarves they were working with. Krayus got to be pretty good friends with a few. Sorn stayed watch for most of the trip, his body heat making it easier to endure the frigid temperatures. Tallon and Lumi worked to keep the generator recharged, which was exhausting work by itself.

Hilarity ensued when Lumi was asleep one night… Orsik dressed up as a boat of death (reference to a comment Lumi made about death being a boat) and woke up Lumi, trying to get him to think he was dead. It might have worked, but Orsik has a very unmistakable dwarven voice. Tallon helped a little, as did Runt. Runt used his magic hat to turn into a ghost and try and get Lumi to hop on the “boat”. Lumi refused to fall for it, so Orsik tackled him, and Runt tied Lumi up. Together they tossed Lumi overboard (he was tied to the railing, thankfully) and left him there until morning, at which point Lumi was suffering from hypothermia and frostbite. Lumi was seething and is currently plotting his revenge.

After the small airship shenanigans the party arrived at Mithrendain, only it was surrounded by a thick coat of storm clouds. Never afraid the group flew straight into the clouds, where they were met with lightning, hail and powerful winds. There were also shadows appearing and disappearing in the clouds that could be seen when the lightning struck.

The party navigated the storm carefully, and without much incident, though the hail and wind did some damage to the ship, nothing was too bad. The real challenge came when the ship burst free from the clouds and spotted the City of Glass. Two dragons took wing from their sentry spire perch and made haste to the ship, while a dragon roared behind them. A gargantuan blue dragon emerged from the clouds and turned back to face the way he came, ignoring the heroes. Soon after a similarly sized white dragon followed, and became the target of the Blue’s lightning breath. The White blocked the attack and rushed forward, but missed as the Blue shot skyward, launching balls of lightning from its mouth. Another roar and the two dragons were gone, back into the clouds.

Rurik then took the helm and the heroes got set to leap from the ship, using the new Windows of Escape to make their fall painless. Each of them leaped from the ship, rolling and spinning to land where they needed to go: The Star Spire, where the ley line was located. 15 dwarves followed soon after, leaping and plummeting into the spiraled streets of Mithrendain. Rurik kept 5 soldiers with him for when they return to the battle after hiding the ship.

We’ll see how well the heroes deal with regrouping in an alien city while under attack by 2 white dragons, along with whatever forces are in the city.

Session Log:

A Meeting with the King

This session started with the return of you all from your fourth trip out on Death Knell in just as many days. You have made the final attack run on the enemy, as their forward lines are all but gone. There has been no resistance from the dragons, though there was a token resistance of wyverns, griffons and drakes.

With the return of your fourth and final attack run, the Death Knell is being put to repairs and upgrades, while Bronn plans the next series of airships, the first of which will be the dwarven flagship. Bronn also informed you that your share of the spoils was 7,000 gold, since there was quite a bit of treasure left buried in the marsh. Bronn also passed on his tinkering gloves: a set of what look like fingerless oven-mitts, made of fine ringmail. The gloves protect against heat and can deliver a nasty zap when charged, thanks to the gizmo attached at the wrist.

After that discussion, you went to see Remnar about borrowing the airship, at which point a mini-skill challenge ensued, and resulted in the king letting you take the Death Knell with a force of 20 volunteer soldiers for help in liberating Mithrendain. He also asked that this offensive be carried out in the name of the dwarves, and that any fallen dwarves be returned to Belegost for proper burial.

After the conversation, a bit of spending went on. Krayus had two Windows of Escape installed on Death Knell (1,040 gold), creating the world’s first dwarven orbital shock trooper. Tallon tattooed Runt with a Quick-Step Tattoo (2,600 gold), and Lumi did some things for which most deities would forsake him. All in all, you are left with 15,800 gold.

Bronn’s Boxing Gloves of Tinkering:

Level: 16
Price: 45,000 gp
Item Slot: Hands
Property: Gain resist 10 fire.
Power (Daily * Lightning): Minor Action. The next attack power you use deals 2d6 extra lightning damage.

Session Log:

Showdown over Fenreach
With Aldrazat and Azshaldara

The battle aboard the Death Knell airship over the Fenreach Marshes continued with the emergence of Aldrazat, a fully grown adult black dragon. The first half of the battle was slow and Aldrazat took a toll on the ship, and nearly killed Bronn. Luckily Sorn escorted him down below decks and bandaged him up, though he’ll most likely lose a limb or two.

With a well-placed cannon shot Aldrazat dropped down, not dead, but wounded. His return was a surprising one as he ambushed the back of the ship while a younger dragon came flying in perpendicular. This younger dragon was a female black wyrm Azshaldara. Together they fought, but both fell to the might of the Order, and their newest toy, Death Knell.

After the two dragons were slain you turned around, the engineers having dropped all the dragonfire and covered the marshes in green fire. You made it back to the mountains, and the hanger where the ship was originally docked.

NOTES: You all leveled up! Send me an updated character sheet by next week!

Session Log:

Death Knell
Into the Fire

Thus begins the meta-combat airship battle you’ve all been waiting for! The battle began with a heart-stopping plunge off a cliff before leveling out and riding towards the dragon’s army. First you were met with a platoon of wyvern cavalry, all of which took strong measures to pick off Bronn, but you did well to keep him alive. You were also assailed by native vulture drakes. These beasts rammed straight into the ship and attempted to overwhelm you before you could react. Luckily Runt, the newest member of the team, and Orsik were able to beat them back before Sorn finished them off.

Wyverns fell like flies to the mighty cannons and balista the ship is loaded with. Not to mention the lightning generator. All in all, the ship was damaged a bit, and Bronn is slightly bloodied, and the rest of you are still going strong but will need to outlast the rest of the enemies… Namely the black dragon Aldrazat that’s shown his face.

We’ll see next week how you fare aboard Death Knell.

Session Log:

Arson makes Everything Better.
Though not as good as airships.

This session started nice and calm atop a mountain. From there it went downhill FAST. It started with climbing down the mountain, which alerted some wyvern patrols. The patrols didn’t spot you, but notified the camp to increase patrols. Even still, you broke into their camp. From there you made it half way in before a guard spotted you. He went to warn a sentry, but Tallon made his demon turn into a gibbering orb, which scarred the crap out of the guard. Orsik them did a running tackle into a sentry tower, collapsing it on top of the orc, and the yuan-ti sentry. At this point, a raven swooped down and perched on the tower. From here you guys ran.

You ran, and ran some more, trashing tents and towers to cause chaos to throw off the pursuers. You make it to the catapults, but only just ahead of a group of guards. You manage to destroy all the catapults fairly quickly, and take out the squad of orcs and worgs. From there, it’s a straight shot to home. Thankfully, nothing got in your way, though that’s mostly due to some excellent use of powers on the party’s part.

Once back in Belegost, you were whisked away to the upper reaches of the mountain where Chief Engineer Bronn showed you the beautiful airship that is to be either their ace in the hole, or final attempt at freedom. He told you that the ship housed many different weapons, and that you would have to defend the ship while some engineers dropped Dragonfire on the enemies. It will definitely be a fight to remember.

Session Log:

Lia takes her Leave

After first stepping foot in the Feywild Lia began to feel different. Her primal instincts kicked in more, and she felt uneasy. Soon she began hearing muted whispers in the wind, and seeing figures in the shadows. The voices were quiet at first, but grew louder the deeper into the ancient forest she traveled. She could see the trees swaying as she past, almost beckoning to her. The whispering grew louder. She could hear voices, thousands of voices. The wind, the earth, the sun, the moon… They all spoke to her. She felt their calling. She was walking through a land filled with spirits. Filled with ancient vestiges since before time itself had any meaning. This continued on for the remainder of her time here. She was being called by them, though she did not know why.

This escalated to a point where she couldn’t handle it any more. After her companions left to go check out the towers, she felt compelled to wander into the forest, and so she did. She followed the whispers and shadows until she was thoroughly lost. She couldn’t tell how far she’d come, or where she might be. Time stood still. It was there she was able to end the whispers.

She found the spirits, surrounding her. She was overwhelmed at first, but grew comforted by their presence; at least she wasn’t deluding herself that her task was real. There was an exchange. It isn’t known what Lia heard, or what the spirits said to her, but it must have been important. After returning to Senaliesse, Lia made the decision to return to Eldarnath and aid the Elves on behalf of the Order. Something changed within her. Whatever happened with nature’s avatars, she was compelled to return to her forest; she had been away too long.

Such ends the story of Lia Chaedi as a foremost member of the Order of Vigilance.


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