At World's End

The Imperial City
A beacon of fire and death

The Battle for Alden

Here will be a running commentary on your efforts to secure the Imperial City back from Ashardalon and his forces. As the conquest continues, I’ll update this single log rather than post separate ones for each session.

Part 1

After defeating Rathoraiax and freeing Kurya you went back to Bridge and the Red Dawn, to find that Rath had flown back to Bridge for some reason, only to be killed by Jiergan, from what you’ve been told. You also finally joined up with the Dwarven Armada when their three airships arrived in Bridge: The Titan, their flagship airship, and two smaller vessels much like the Death Knell.

You then decided the best course of action would be to outfit the Death Knell with a Portal Circle so that you could fly over the city and drop soldiers directly into the Imperial City. The armada would join you in this, while the navy dropped troops off on the docks, and the dragonborn fought outside the city to draw forces away.

With that plan, you took off for the city. It took a little over a week but you made it there and grouped with the ground and sea forces. A small recon trip to the capital revealed some new issues: The prisoners that were kept in prison camps all around the country have been moved to outside the city. They seem to be hypnotized, un-moving, starring blankly at the city. This includes the elven prisoners from Eldarnath. Along with this, there were two Githyanki warships flying above the city; for what reason the Githyanki are joined in this fight you have no idea. Seems like the coming battle will be a tough one.

Session Log – Part 1:

Part 2 – The Siege Begins

The battle commences as you strike first at the capital. Iojad leads his dragonborn into battle just outside the city, away from the prisoners, while you fly with the armada above the city. On your way you are intercepted by the two Githyanki warships. Just before the clash, a bright flash lit up the sky and metallic dragons appeared, seemingly from nowhere, to fight the dozens of red dragons that took to the sky. Six of those metallic dragons parted with the rest of the group to aid you by letting you ride them as mounts, making the battle with the githyanki easier.

To disable the ships, Runt dropped onto one and punched a hole in its engine, while Krayus lit the other on fire after slaughtering the crew on board. With those taken out, you can securely drop troops into the city. At least, that was the idea, until General Eramor spoke to you via sending stones informing you that the navy is ready to dock, but there are a strange type of siege tower preventing them from doing so. Looks like you’ll need to take care of that before they destroy the ships and all the passengers.

Session Log – Part 2:

Part 3 – All is Well? Not Quite.

Okay, summary time! After receiving word that Eramor and the navy was in trouble, you headed to the docks, only to find that the docks were guarded by 4 large siege towers that belched fireballs with explosive force. Not only that, but there were 4 fire giants there as well, controlling the towers. You took them on fearlessly, and were able to take out half the towers with a devious ploy cooked up by Tallon: Teleport them over the water and let them sink to the bottom of the ocean. Of course you didn’t plan on them exploding when destroyed, which made destroying them all the more difficult.

After your victory, Eramor got the ships docked and soldiers assembled in the harbor. You spoke with him about your tactics a bit, then left to see how the front lines were doing outside of the city. Much to your surprise, they were luring large portions of the city’s defense away so that it was taking them longer to retreat back to defend against your sudden airstrike invasion. That was helpful. What wasn’t, though, was when the sun showed up for a moment. Only it wasn’t the sun. It was the elemental conduit at the peak of the keep’s tower shining brightly over the city. This, coupled with the appearance of a hulking, winged beast, made your stomachs drop.

It was Ashardalon, he had actually shown up. He stood at the top of the keep for a moment before flying at blazing speed towards your airship armada. You tried to race him back to the fleet but were a moment too late; he rammed into one of the smaller ships, grabbed it with his claws, spun around twice, threw the ship 50 feet away and destroyed it with a single fireball. A devastating display of power to be sure. You intercepted him before he could take out the Death Knell, and exchanged words with the tyrant. Now we see if you can stop him from destroying your ships and drive him away long enough to finish deploying your troops…

Session Log – Part 3:

Part 4 – Ashwing Disengages: A New Challenger Appears!

You started this combat off by kicking Ashardalon’s ass (props to Sorn for dominating him!), to the point where he retreated back to the elemental conduit atop the keep’s highest spire. There he stayed while an enormous fire colossus titan emerged outside the walls of the city. Almost 100 feet tall and 50 feet wide, this colossus slowly waded his way through your front lines, crushing anything that got in the way. Its body dripping with lava, it left a wake of destruction wherever it stepped. To stop it, you quickly set out to find its power source. You learned that it wasn’t the conduit at the spire powering the construct, but rather a devil working withing the city.

This devil, named Sovocles, was gentlemanly and charming. He offered you a simple choice: Sorn goes with him, and the colossus will stop its rampage. He also held up the contract Sorn made to get his powers, saying that he’s “been on far to long a leash, and its time he repaid the freedom his master had granted him.” The party was quick to condemn this devil, refusing to let Sorn leave. To that, Sovocles lit the contract on fire, ending the bond between him and his pact holder. What this means for his powers no one is really sure, but things will get stranger from here no out for sure. It also cements the idea that Ashardalon is allied with devils for some reason.

Oh, and the devil mentioned that it would be a shame for you to die within the city, considering the circle around it. Not sure what that means either. But you’ve threatened him, and to deal with you he summoned 2 Reaper Devils: these are the same as the blood sucking monster you fought in Lumi’s home village, and now you get to fight TWO of them together.

Session Log:

Part 5 – Sovocles flees, Ashardalon Resurfaces!

We’re nearing the end of this epic trial! You defeated Sovocles and his hellish servants quickly, though not without a Lumi and Runt getting dangerously close to falling unconscious. Sovocles, upon becoming bloodied, teleported away, had his fire imp pet open a portal, and fled the fight, leaving his two devils to keep you occupied. After the fight Sorn attempted to take control of the fire titan colossus by imposing his will on it, succeeding marginally, able to stop its rampage while Lumi destroyed the altar controlling it. The titan crumbled and was reduced to a pile of burning stone.

From there you took wing on your dragons again and headed towards the keep, where Ashardalon was. You found out that the entire keep was blocked by a spherical barrier; a force wall of fire. Some detecting and searching led to the realization that the gates to the keep were still not open. As you headed for them, a group of dragons, giants, salamanders and elementals ambushed you. Your dragon allies urged you to press forward while they took care of the riff-raff out here. You did so and stepped through the gates to the keep, after which they sealed up with the barrier, locking you inside with Ashardalon, who strode out of the castle and into the courtyard. His whole body on fire, he beckoned you to fight as his body contorted and morphed; like a hydra he sprouted two new necks and heads on either side of his original head: a white dragon’s head and black dragon’s head. Seems Ashardalon has some tricks up his sleeve.

Session Log:

Kurya the Eye
Rathoraiax Escapes

This was an intense session, with the conclusion of the battle with Rathoraiax. You beat the dragon, and he beat back. Runt was a pin-cushion this fight, taking numerous hits and nearly dying several times. Fighting Rathoraiax wasn’t entirely tough, he just took a beating. When be became bloodied and wounded, he blinded Brim and Runt, allowing him to escape. As he escaped, he pulled out his most devious trick…

One of his cronies released the golden dragon. He turned off the haze and released the spikes. The golden dragon, who had been driven insane through torture attacked you instantly, very brutishly, without regard for self preservation. Every attack damaged the dragon, and she was already very wounded. It was your job to make sure the dragon didn’t kill itself. As this happened, there was a ritual put into effect that caused a bloodlust effect, and it made it hurt to not attack something. You were forced to attack the dragon, or take damage. A nasty ploy indeed.

In the end you had to use the tranquilizing gas to subdue the dragon, holding her in it long enough for it to knock her unconscious; Brimtim almost went to sleep keeping her there. In a climactic final confrontation, just before she was knocked onconscious, Runt moved to knock her dead. He attacked, used an action point and attacked again, almost killing her, but Krayus intervened with a diving tackle punch and knocked Runt out of the way, saving the dragon.

You then proceeded to bandage the dragon and rest. After a night’s rest you were able to let the dragon wake up on her own. After a brief moment of confusion in which she whipped Brimtim across the room, the dragon seemed to have regained her sanity. After a brief conversation (which can be viewed in the session log), you learned that her name was Kurya, the Eye of Bahamut, and one of the seven great golden wyrms. She was there to learn what Ashardalon was doing, but had been captured more than a month ago. You told her some of the recent happenings, and she said she must leave quickly to report this.

Before she left, she seemed to have blessed Krayus’ blade, but you don’t know the outcome of that precisely yet. She then turned into a yellow canary and flew away, disappearing in a flash of light. You are now headed back to Bridge to get your army and take on Ashwing.

Session Log:

NOTES: You leveled to 20! Enjoy your new Daily power and feat! Send me your new character sheets, along with your tentative epic destinies.

Torture, sadomasachism, and a gold dragon

You made it to Harrenhall, the lair of the red dragon Rathoraiax, where he is suspected of keeping a very important prisoner. Your first goal is to kill the dragon, so that the city of Bridge, and its captors will be able to join your military force, the Red Dawn. A secondary goal given by Jiergan: rescue this prisoner at all costs.

Your first steps into the fortress were somewhat unnerving: charred and scorched corpses littered the ruins, with their captain strung up like a scarecrow in the middle of a pyre with a piece of iron melted onto his head like a crown. As you poked around, the walls caught fire and several of the “dead” soldiers stood up, and attacked. This was made more creepy when you realized that these soldiers weren’t dead; just tortured to insanity until they submitted to Rath as their god.

After the fight with them you descended into the cave behind the fortress, into the mountain. Here you found some barracks where more of the scarred and burned soldiers slept very soundly, thanks to some strange purple mist that kept them asleep, and threatened to make the rest of you fall unconscious. Hurrying through this room you kept on in the tunnel until it opened into a larger chamber filled with empty pools and a railing around the outside edge. At the center of this room was a sleeping dragon. At first you thought it was a red dragon, but closer inspection revealed it to be an extremely bloodied gold dragon.

This gold dragon, the prisoner Jiergan told you to rescue, has been horribly tortured: spikes attacked to the ground hold her foreclaws, while spears in her tail pin her backside. Her wings have been hooked together with a sinister looking chain, and her mouth has a spiked muzzle.

Not too long after you stepped into the room Rathoraiax showed his ugly head. Swooping down from the ceiling he surprised you (save Runt) and exhaled exceptionally hot fire. This is no ordinary dragon: his body has been mutilated, probably by himself. He’s got chains around one of his legs that digs into his skin, swords sticking into his back where spines would be, pieces of metal welded onto his body; it’s a gruesome and disturbing sight. What’s worse, is that his presence instills in you a sadomasochistic feeling: you want to hurt him, and he wants to be hurt, and that thrills you.

While the fight is going on, more of the tortured soldiers have arrived, and are activating traps on the sides of the balcony above: one turned on a cascade of acid from a stone dragons-head attached to some chains that filled the pools, while you haven’t seen any effect from the other control panels.

The fight is split: Runt and Brimtim fight Rath, Krayus and Lumi attempt to rescue the gold dragon, and Sorn and Tallon work on disabling the traps. We’ll have to see how this fight turns out, and if you can rescue this gold dragon or not.

Session Log:

A New Ally
Krinya submits, Bridge is yours

So this week you continued the battle with Krinya, the commander of the forces holding Bridge. You previously learned she was Arjhan’s niece, and she fought viciously knowing that you had killed him. She presumed that you killed him to take power: to rule over New Arkhosia as High Prophet.

Despite the battle looking grim at times, you subdued Krinya and forced to her talk. With a few well-worded arguments and not a few threats she realized the truth about Arjhan’s death: it was his own doing, and his choices regarding the resurrection of the empire was built on false pretenses. You told her about the dragons’ cruelty and lack of divinity. She did not believe you at first, but slowly came around to see that the dragons were merely using their subjects for selfish reasons; not for any noble attempt to recreate the dynasty.

You asked for her help in the war, if she would join forces and fight with you. She refused to join because the red dragon Rathoraiax (RATH-or-EYE-ax) watched over the lands, and sometimes checked on the city. If he found the city deserted, there is no doubt he would raze the surrounding land until he caught the deserters and slaughtered them. You learned that Rathoraiax is especially cruel and sadistic. You also learned that he keeps his lair built within the ruins of the old keep Harrenhall; some of you have heard of it.

As you relayed this information back to Eramor and the other leaders Jiergan informed you that this dragon, Rathoraiax, is keeping prisoner a very important creature, one that could very well turn the scales in the coming battles. He stressed it was imperative that you rescue this prisoner at all costs, and that slaying Rathoraiax was secondary to this goal.

So with that information you decided, rather quickly, to head to the keep and slay this dragon (your first red dragon) and see what creature could be so important.

Session Log:

Krinya Bloodscale
New leader of the Bloodscales

This week you infiltrated the keep on the Alden side of Bridge. You climbed up to the commander’s window and busted through into the room. You found out the commander was a woman: Krinya Bloodscale, the niece of Arjhan. She’s the new leader of the Bloodscale tribe and the commander of the forces in Bridge, and it seems that she doesn’t know what went on between Krayus and Arjhan.

We ended mid-combat, so we’ll have to see how this ends next week!

The Rebel Alliance
One does not simply rock into Mordor

The Red Dawn began their march! It was along and uneventful 2 weeks of marching, but it was the beginning of the long and final campaign against Ashwing in the Imperial City. After two weeks you made it to Bridge. Well, Sorn and Runt did as they were scouting ahead. They ventured into the city and found it empty and destroyed, likely by the dragons. There were a few makeshift huts and shelters, but nothing substantial. That is, until you stepped onto the main roads, you found several bulwarks and barricades just before you were ambushed and surrounded by men (whom you could have easily taken out on your own).

You discussed a bit with their leader, and gave him a sending stone to communicate with the rest of the group to corroborate your story. You ended up convincing this leader, Logan, and he led you to his office of sorts. There you waited for the rest of the group to meet up with you and discuss tactics.

You learned that the only bridge to the other side of the city is blocked by two large gates, each locks on their own side. The dragonborn guard the far side, which is locked. That leaves only two options: sneak over the 170 foot deep, 145 foot wide canyon, or break down the gates. You opted to sneak across. There, you agreed to make your way up into the keep in the hopes of taking out the commander before a suitable defenses is able to be mustered. Then you can use the chaos to let your army in and wash over the city. That’s the idea at least.

Session Log: For some reason I can’t upload the file, so I’ll get it in the next few days.

Red Dawn
Orsik takes his leave

This session we see a finalization of the war efforts as Krayus puts Iojad in command of the Dragonborn, while Rurik commands the dwarves, Varithralis commands the eladrin and Eramor remains in charge of the humans. At this point you have a plan of attack, and you have a name: Red Dawn. It’s suitably grim and hopeful at the same time. Jael also gave you some sending stones that transmit messages between all the commanders and yourselves for easy communication.

After this meeting Orsik had some good and bad news to tell you. Good news is that the gods have finally started acting on the things that are going on. Bad news is that the gods have to act on what’s going on as it is not localized to just your world. The necromancer Krayus and Orsik killed oh so long ago has been a player in that, and Orcus has remained silent for too long and has the Raven Queen worried. Not only that but Bahamut has been looking into issues that Orsik was not privy to know.

Also in the news is that the Raven Queen has requested Orsik’s presence in the Shadowfelll; she wants him to work for her there. The parting was bittersweet, though Orsik promised it wouldn’t be the last time you saw him, and that you would certainly be meeting again, and for now, he’ll be in the Shadowfell watching over you, keeping you all safe.

After this eventful departure you spent he rest of the day preparing equipment for your push into Alden towards the Imperial City.

Session Log:

To the City!
Warning! A challenger approaches!

This week the heroes return to Granville after their journey in Vor Rukoth. You return to find the plaza rebuilt as a proper staging ground for a war effort. Camps for all factions of the army, training yards, barracks, medical tents, a command center, and even a makeshift alehouse. It’s quite a sight. Too much, in fact. The city was not this well built up when you left a day ago, and could not have been fixed this much in a single day.

That, and Jiergan mentioned that you had been gone for two weeks. Somehow, your time in Vor Rukoth only took you a day, while for the rest of the world passed by 16 days. In that time, however, a great effort was spent into building an effective war strategy. General Eramor and Jiergan have discussed tactics, and with your help, have decided its best to first take the city of Bridge, and then sail your way down the river and across the lake to the east and take the Imperial City by sea. During this time, you will act as distractions and draw their focus away from the fleet on the water.

While this planning was going on, Runt met with a new dwarf that had been talking with Rurik, Brimtim. This dwarf was from the clans in the Dawnforge mountains to the south, and had made his way to Granville when he heard of a resistance there. Runt and Brimtim hit it off well, and eventually Runt invited the dwarf to join in their band, provided the two of them test his worth with a sparring match. It was close for a while there, but Brimtim’s sturdiness proved too much for Runt to handle, and Runt eventually fell unconscious. Thus began a wonderful new friendship.

Next week we’ll find out what the Shadar-kai, Jenit, wanted with Orsik, and Lumi’s interrogation of Ryuunosuke went.

Session Log:

Highway to Hell
Sanzenin Flees

After 3 weeks of battling, you finally destroyed Najala’s gate. For a short while the combat was touch and go, leaving both Tallon and Krayus unconscious during different parts of the fight. Sanzenin attempted to flee through the gate at one point, but Tallon was able to summon a small hurricane and pull her back. Unfortunately for you, Ryuunosuke, being her bodyguard, deflected an attack by Runt and pushed her further into the gate. This attack also left the gate destroyed, knocked off its hinges.

After Sanzenin escaped through the portal, Ryuunosuke tried to get away, but was interception by Tallon and Runt. After a slight beating, he threw down his sword and submitted to be your captive. His short confession revealed that you had acted precisely as planned in opening the gate for Sanzenin to get through, and that his job was done. We’ll have to see where this goes next week.

Session Log:


Congratulations on reaching level 19!
You got some new loot:

  • +4 Liar’s Trinket
  • +4 Shadowflow Feyweave armor
  • Ring of Tenacious Will
Beneath the Ruby Court
The doorway to hell

This session started with the resurrection of Runt, finally. Though he was revived as a pretty chibi schoolgirl, unfortunately, since Lumi couldn’t manage to get his original body. That didn’t last long though, and Lumi was forced to remove the illusion after a beating.

Shortly there-after the heroes picked up the trail of Sanzenin and her bodyguard Ryuunosuke. The two of them descended beneath the throne room into a labyrinthine cavern. Hours of tracking trails later they passed through the home of a medusa, who they found hacked and slashed to pieces. Apparently the two had come through this way.

Further in you passed through a crypt, with unmarked sarcophagi. Further past this you descended deeper into the bowels of the earth. The temperature increased to an uncomfortably high point, and in random spots the temperature plummeted to freezing. It was very strange.

At the very deepest point in the caverns, you entered into a rough cavern filled with stalactites and stalagmites. At the entrance you could feel a light, warm breeze blowing towards you, making this entire chamber feel like the maw of some monstrous beast.

More to come tomorrow

Session Log:

Also, rest in peace Justin, you will be missed. Orsik is in good hands.


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