The Battle of Brindol, Part Trois

The Final Showdown
I’m sure you’ve been waiting for this entry. We finally got around to holding the final session for Brindol. Nox’s usual player couldn’t make it, Holden/Rampant’s player could only stay till noon, and the rest had to leave by around 3 pm, so I asked my players to come really early. Unfortunately, Rampant’s player arrived early. It took the rest a while to arrive; we were only able to start at 10:30 am.

The party hurries toward Cathedral square only to find Jaarmath being dragged into the safety of the cathedral. Captain Ulverth hurries toward the PCs, telling then that Jaarmath was taken down by a sniper. Seeing that Brindol is in grave danger, Rampant tells the others that Cannith designed him with a one-time use program that greatly increases his abilities, but only lasts for an hour. He activates this program and begins speaking in Autobot lines.

“Freedom is the right of all sentient beings.”

They enter the Cathedral to check on him and run into Tredora, who is tending her fallen lover. As much as she loves Jaarmath, she isn’t willing to use up her spells when she knows that they might be needed later. Linny volunteers her one prepared lesser restoration and brings Jaarmath back to 4 Strength.

Jarmaath orders Cpt. Ulverth to take command since he doesn’t want Lady Kaal giving orders. He then orders the PCs to look for the sniper.

The Sniper Attack

The PCs begin by sending Rampant into the area where soldiers had fallen to the sniper. Almost immediately Skather takes a shot and scores a critical hit against Rampant. His fortification doesn’t protect him and he instead takes a full 20+ critical sneak attack. Nox is able to spot Skather as he takes his snipe hide check and quickly tries to enter the coffin maker’s shop.

Nox enters the back door and begins sneaking in extremely well, while the rest of the party gathers around the door outside. As Nox explores the interior, he opens a door that creaks noisily, alerting the invisble Kulkor Zhul War Adept hiding in the stairwell. However, Nox’s hide checks are so high that no matter how high the War Adept rolls, he is unable to spot Nox.

Nox spots into the stairwell and is able to discern the vague outline of an invisible creature. Taking his survival pouch, he rips out a campfire (AGAIN) and throws it at the War Adept. He hits, dealing a full 6 fire damage to the War Adept, who promptly swears and runs up to the second floor. The party rushes into the door while Nox follows the still invisible War Adept up the stairs.

When Nox gets up to the second floor, he opens the door to the supply storage room only to find a fiendish dire wolf snarling at him. He quickly backs away and enters the room on the other side of the stairwell to avoid getting pinned down by the wolf. The other party members pound their way up the staircase. Lyka immediately steps in front of the wolf, closely followed by Rampant. Linny tries to run past the wolf, but in the process gets AOO’d—the beast grabs her leg and shakes it, dealing a massive 30 damage, but Linny is actually able to succeed on the opposed trip attempt. Kikkeni remains on the ground floor, keeping watch in case someone comes in the front door.

Nox takes a shot with his crossbow at the Dire Wolf through the space between Lyka’s legs, taking off almost 3/4 of the wolf’s HP. Rampant steps in and then decapitates it, spraying Lyka with black blood.

“You’re going to have to polish my armor,” Lyka tells Rampant.
“Freedom is the right of all sentient beings,” replies the warforged.

Lyka spots someone hiding behind some boxes in the storeroom–a hobgoblin. Rampant stomps all the way up to the hobgoblin, taking a double move, and stopping short of attacking him.

“Would you like to butt heads with me?”
The hobgoblin emerges from his hiding place and attempts to bash Rampant with Death Mark, but misses spectacularly.
Linny follows into the room while Lyka attempts to close in with the hobgoblin swordsage. With the stairs clear, Kikkeni decides to head up to the stairwell and try to help the others on the second floor.

Nox, in the meantime, investigates the back rooms to see if there is anything else. He notices that the doors in the bedroom are curiously He spots the windows in the bedroom and decides to try investigating it. Rampant then roars—“This hobgoblin is not our sniper!”

Right at that moment, the War Adept reveals himself and casts shatterfloor on the rickety floorboards, dropping Rampant and Lyka (Lyka fails her save to grasp onto the vertical wall below her) onto the first floor. Rampant’s player attempts something so awesome that I let slide at the cost of one action point—initiate a grapple with the swordsage and pull him to the ground with him. He makes the touch attack and succeeds in his grapple attempt, pulling the hobgoblin down. They crash into the coffin display on the first floor.

Lyka falls prone onto the ground, only to see none other than Skather suddenly materialize over her with his poisoned blade at the ready! He performs a Strength-Draining Strike on Lyka, his blade pulsing with black energy in the gloom.

Lyka rolls natural 1s versus both the Strength-Draining Strike and the poison. Her strength instantly drops from 18 to 8. Rampant then attempts to bash the grappled hobgoblin’s face in with his slam (headbutt), even using Emerald Razor and a full power attack, but misses. Lyka, still ever sarcastic, quips: “My hope! It is draining away faster than my strength!”

Linny takes a shot at the War Adept who now has a spectacular bird’s eye view of the desperate fight below, blasting him with scorching ray. Nox attempts to jump across the gap using a rope, but hearing the mess going on, he decides to crash through one of the ground floor windows into the display room. Kikkeni rushes to Lyka’s assistance, while Lyka weakly tumbles away from Skather to take her position beside the psion.

The War Adept drops a glitterdust on Kikkeni and Lyka, but both make their saves.

Skather uses Cloak of Deception and materializes behind Kikkeni, his blade firmly planted in her back. Half of her HP is gone instantly. All this time, Rampant and the hobgoblin are wrestling in a stalemate. Although Rampant’s grip is overpowering, he keeps failing to injure the hobgoblin except for one landed punch.

Linny decides to try to help Kikkeni by using her Rod of Viscid Globs at Skather. She hits and Skather fails his save. Nox attempts a crazy stunt with the grappling hook and tries to throw it at the war adept to pull it down, but it is quickly found lacking as an improvised weapon and simply fails to hit.

Kikkeni pulls back from the now stuck Skather. OOC the player agonizes over which of her powers to use—she’s down to her last use no matter what she does, and decides she wants to end the battle quickly and increase her chances of taking Skather out by using her highest-save viable power–Death Urge.

Skather rolls a 3; even with his impressive +14 modifier, he fails to make the save. Lyka tries to help Skather along, but her awful attack rolls and modifiers fail to do anything—and to add even more injury to injury, the War Adept drops a power word: weaken on Lyka. 2 points of Strength drain.

Skather stabs himself, leaving him with very little HP. Rampant, in the meantime, caves in the hobgoblin swordsage’s head with Emerald Razor + full power attack while Linny and Nox finish off the war adept.

Skather is unable to break free of the goo, and is finally finished off by Linny’s scorching ray.

The party collects their loot and moves back to Cathedral Square, with Rampant toting the corpses of Skather and the War Adept. The party reports to Captain Ulverth, who commends them on a job well done.

Not long afterward, Killiar and the hunters land their owls close by. Killiar reports that the Red Hand is making a final push on Cathedral Square, and that he expects them to arrive in about 10 minutes.

Hearing this, Jaarmath gets up and staggers to the Cathedral square to show that he’s still up and about, and delivers an inspiring, albeit recycled speech. Rampant continues this by saying, “Our chance of success is very slim, but we can make it happen because we are heroes—and everyone that has fought here is a hero!”

Tredora takes Kikkeni aside, saying that she senses Kikkeni is extremely fatigued. Kikkeni says she just wants some tea, but Tredora forces her on her knees and lays her hands on the psion’s head. She casts dweomer of transference and sacrifices enough of her spells to bring Kikkeni up to 26 PP (+1 from the cognizance crystal she has). Tredora uses up the two lesser restorations to bring Lyka back up to 16 Strength (she can’t get the 2 Strength drain from the power word weaken back yet).

While we have lunch, the party then goes about the very tedious and hassled process of procuring potions and scrolls from the 5000-GP item pool given to them by the merchants.

Lyka: bear’s endurance, bull’s strength, girallon’s blessing and dragonskin, shield of faith. She had a bunch of spare +1 short swords so she put those to good use with her extra arms.
Rampant: shield of faith
Nox: cat’s grace

Finally, they had Immerstal cast haste on the PCs.
Killiar, Trellara and the elves took up their positions on a grandstand in the corner of the Cathedral Square. Tredora stood by the Cathedral’s stairs with Narcy, Wrogann, Teyani and Captain Ulverth. Rampant, Lyka, and Linny stood in front of them, while Nox, Kikkeni and Jonz took up sniper positions on the Cathedral spires.

Nox’s and Kikkeni’s player help each other run Killiar, Trellara and the elves, while Linny’s player runs Rampant and the Lions. Kikkeni’s player also runs Tredora and Cpt. Ulverth. Lyka’s player has a handfull enough with her oodles of attacks.

Everyone nervously awaits the coming of the horde. As they wait, the rhythmic beating of swords on shields accompanied by goblin chants fills the air. The blaring of dragonbone horns rises above the din.

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The Turning Point

The Chamber of Rebirth

The PCs open the door to the Chamber of Rebirth and are immediately greeted by the sickly green glow of the pool. I replaced the Lesser Bonedrinkers with true Bonedrinkers bolstered by the Ghostlord’s Corpsecrafter tree feats, and also add an advanced Boneclaw, also boosted with Corpsecrafter feats. The PCs only manage to spot one of the Bonedrinkers in the gloom; the Boneclaw and the second Bonedrinker remain hidden.

Holden immediately charges toward the Bonedrinker he spotted, but his movement prevents him from getting close enough to attack. The Bonedrinker beats him handily in its full attack and grapple check. Seeing the tentacles, Lyka warns her superior to guard his backside.

Yelling for help, Holden calls out. “Damnit, this things going to drink my bones!”

“I’d be more worried about the tentacles,” Lyka quips.

Kikkeni entrenches herself in the narrow corridor leading to the Lion’s Heart, while Linnea and Lyka take up positions near the pool.

At this point the Boneclaw emerges, using its speed to squeeze easily past the lion statue and shanking Kikkeni from 20 feet away. The second Bonedrinker also emerges and begins to grapple Linny before she gets a chance to do anything offensive.

Things don’t go too well at first. With Holden grappled and unable to beat the Bonedrinker definitively, he quickly accrues a lot of CON damage. He takes a total of 9 CON damage across the encounter while Linny takes 3.

Linny’s Religion checks reveal the Bonedrinkers’ resistances and the Boneclaw’s immunity, so Kikkeni resorts to using electricity to attack them. Given their huge amounts of HP, however, they’re able to shrug off the fire for a while.

Linny (played by a substitute) attempts to blow the Bonedrinker grappling her away, but she fails to make the Concentration check. Kikkeni, however, lays down a curtain of withering fire. Eventually, the Bonedrinkers stop moving. Eager to get back in the fight, Holden leaps up.

Lyka gets attacked repeatedly by the Boneclaw, taking lots of damage in the process despite her high AC. Braving the Boneclaw’s massive reach and AOOs, she tumbles toward it and executes a Soaring Raptor Strike. It’s not fatal, but it opens up an opportunity for Holden to finish it off with a Bonecrusher.

Now if you were wondering where Loven was, he was off to the side, missing with his Bag of Boulders and his Wand of Scorching Ray. It was rather sad.

The party stops a moment to rest and begins to look around the chamber. They discuss the value of the Lion’s Heart and then look into the pool and try to figure out what to do with the dire lion within. Loven uses a rat from his Gray Bag of Tricks to test the effect of the liquid, and sees that the rat gets pretty much paralyzed.

Thinking it would be a great morale boost to the people of Brindol (knowing how the lion was their symbol), they rescue the dire lion by pulling it out of the pool via a rope.

They search around the room for a while and find the path to the Ghostlord’s Chamber.

The Ghostlord

The Ghostlord stands up from his meditation to regard the PCs, his hand on the byeshk great scimitar at his waist. A twisted bugbear, tainted so thoroughly by the touch of the Daelkyr that his body had to be bolted together with splints and metal bars, moves out of the shadows and walks up beside his master.

The Ghostlord demands the PCs explain themselves.

<Holden> “We bring a gift, my lord.”
<Ghostlord> “What do you have to give me? I have lost everything! I demand to see your tribute!”
<Holden> *flashes phylactery*
<Ghostlord> “…where did you get this?”
<Kikkeni> “We found it in a dragon’s hoard when we raided a Red Hand outpost.”
<Holden> “My lord, the Red Hand has nothing more to coerce you with.”
<Ghostlord> “…and what do you want in exchange for it?”
<Holden> “We wish that you would work with us to fight the Red Hand.”
*party facepalms*
<Holden> “…or at the very least stop aiding the Red Hand.”
<Ghostlord> “Do you think that after all these years I would serve anyone?”
<Holden> “We wish for you to withdraw your support from the Red Hand.”
<Ghostlord> “Rift.”

A tentacle slips out from the bugbear’s side and grabs the phylactery from Holden’s hand.
<Ghostlord> “Are there any remaining hobgoblins in my lair?”
<Kikkeni> “They’re all dead.”
<Lyka> “One got away, though—a gaseous form.”
<Ghostlord> “That would be Wyrmlord Ulwai—I have longed to push that bitch into the pool myself, but you have rid me of her.”
<Holden> “We would be glad to fight alongside with you—”
<Ghostlord> “You speak presumptuously, dwarf.”
<Holden> “Forgive me, my lord.”
<Ghostlord> “Now get out. I will withdraw my support from the Red Hand. Go, before I change my mind. GET OUT!”

The party hastily retreats, dragging out the paralyzed dire lion after them.

They get a massive XP doleout from the Ghostlord—4800 XP—boosting them to Lv 9. (I redid the encounter so that it would be an EL 15 instead of an EL 13)

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An Alliance and An Assassination

Day 13: Twilight Telepathy

After raiding the dragon’s hoard and finding the important plot-relevant items in the Rhest town hall, the PCs figure out what to do with Nurkulnaak.


They plan to tie him to the side of the boat partially immersed in the water, among other grave threats and such. They even laughed at the irony of finding his torture implements inside his Haversack.

However, at this point things don’t go as they’ve planned and go surprisingly well according to my plan.

Using his telepathy, Nurkulnaak sends messages to the PCs heads in Daelkyr. None of them know the language, but the term “Daelkyr” is used. Nurkulnaak himself acts shocked and horrified, and begins looking around him in horror. Loven quickly rips off the gag while holding his rapier sharply against the beguiler’s throat (they still don’t know that he is one) and demanding what was going on.

“You fools, it’s the Daelkyr! Don’t you know the history of this place? It’s tainted!”

All this while, the same line keeps repeating in the heads of the PCs:
Fathk nrathkyl quyrafl uytrlk Daelkyr
Fathk nrathkyl quyrafl uytrlk Daelkyr
Fathk nrathkyl quyrafl uytrlk Daelkyr

Using Silent Spell, Nurkulnaak casts blur on himself—the only spell he can cast—and feigns a seizure.

Everyone does their best to try to figure out what’s going on, but without any spell components to identify the spell with, Linnea couldn’t really tell whether he had cast a spell or not.

Thoroughly spooked, they decide to quickly get the hell out of there and drag Nurkulnaak behind them. When they get onto the roof, they realize they’re surrounded.

Where Things DO NOT Go According to Plan
Four blackscale lizardfolk stand on the roof. These guys are enormous. Three of them are carrying tree-sized greatclubs, while the fourth has the telltale horns and wings of a half dragon.

Nurkulnaak secretly sends telepathic messages to the blackscales, telling them to run quickly and inform the Red Hand, and they will be rewarded. Despite their dim wits, they respect Nurkulnaak as a herald of Regiarix and fight a little longer only to escape. The half-dragon is the most intelligent and fastest, and as such is an ideal messenger, but Nurkulnaak broadcasts it to them just in case.

Once on the roof, Kikkeni begins to use her backup dorje of energy ray as she is out of PP.

Holden, however, quickly takes out the winged half-dragon via a lucky Divine Surge. The beast falls to the ground and almost pins him, but he successfully gets out of the way.

One of the remaining blackscales grabs Nurkulnaak from Holden, tucks him under his shoulder, and leaps into the water. The others do likewise, scattering in different directions.

Lyka manages an amazing leap onto the back of the blackscale holding Nurkulnaak and proceeds to hack at him, while the flying Holden pursues. Linnea plants an Ice Knife in the blackscale’s back, but it keeps on paddling. The two other blackscales escape unmolested.

Eventually Linnea uses her Rod of Viscid Globs on the blackscale, and Lyka shanks it dead. With the blackscales gone, their escape from the accursed ruins is going to be easier. More importantly, Nurkulnaak is alive. Still frothing and blurred, but alive.

They decide to paddle back to where they left the boat, using the dead lizard as a raft.

Don’t look at me, I just DM here. o_o;

Return to Starsong
Much to the shock of the elves, the PCs paddle in triumphantly, towing the corpse of an ogre-sized lizard behind them. The community gathers to welcome them, only to gape at their grisly trophy.

Killiar arrives and congratulates the PCs. He asks if they need to see the elders, to which they reply “Yes, we need items identified.” (SIGH.)

Trellara comes in and identifies Nurkulnaak’s gear, while Illian easily deduces that the PCs have been had. He dispels Nurkulnaak’s blur. Much wincing around the table.

Sellyria arrives and asks them what they plan on doing. “We wish to interrogate our ‘guest’.”
The old druid says she understands their needs, but says they may not shed any blood within Starsong. Holden assents, and they bring Nurkulnaak into a tent for interrogation.

Day 13: The Battle of Rhest

Day 13
The day starts out as a continuation of where the party left off: waiting for the thunderstorm after Lanikar’s funeral to dissipate. Enter Linnea Leiranoff, cloistered cleric of Aureon, found lost and wandering aimlessly in the swamp—utterly drenched except for her books.

Linnea performs an invaluable service for them: she identifies the remains of the loot they got from the razorfiends. This included a greater crystal of aquatic action, eyes of the eaglethird eye freedom, and arod of silence.

The party formulates their plan:
1. Purchase potions of water breathing from Illian. These potions last 12 hours.
2. Paddle up the stream to the rim of the Rhest sinkhole.
3. Drink the potions and walk across the stream bed. The crystal of aquatic action obviates Holden’s need for water breathing, and Loven doesn’t breathe, so the party gets to save on potions.
4. Take the bell tower first, then investigate the town hall.

Capsize

The party borrows a boat from the elves and paddles up the stream. Close to the sinkhole, they’re ambushed by a blackscale and four poison dusk lizardfolk.

The blackscale is spotted lurking underwater, but instead of surfacing as they had expected, it easily capsizes the boat and dunks everyone into the drink.
The party is lucky that the stream is only 4 feet deep and that their shorter party members don’t have problems with breathing water.

The lizardfolk are quickly overwhelmed; Linnea takes a poisoned arrow but her Strength isn’t damaged much, while Holden takes a sound bashing from the blackscale, he easily drops the blackscale after applying Divine Surge to the beast’s crotch.

Lyka, the shifter, is able to use her Jump to leap through the nasty undergrowth to grapple one of the poison dusks while Loven and Linnea apply some liberal fire from their soggy positions to take out two of the other snipers. Kikkeni freezes the last sniper with energy ball. Overkill, but it gets the job done.

They attempt to interrogate the remaining lizardfolk (again), but it only tells them the party stumbled through their territory. They dump him there—Kikkeni and Holden begin to argue about leaving him alive, while Loven just walks over to him and shanks the lizardman. They begin moving towards the tower.

Memorable lines:
<Lyka, to Holden> Look, sir, it is a large heathen!
<Lyka, to Holden> Look sir, it is a miniature heathen!
<Lyka, to Holden> Sir, it appears you have water in your eyes.

The Tower

Traveling to the tower underwater, the party enters the submerged floor of the tower. Loven sneaks up into the second floor to scout and spots three of the hobgoblins inside.

The party decides to have him plant the exploding spike at the stop of the stairs. Loven plants it in and splashes loudly into the water. The hobgoblins investigate the sound, and the spike goes off.

All of them are burnt within an inch of their life, but they draw their swords anyway. Lyka runs up to skewer one of them, but misses both. Kikkeni comes in and wastes them all with energy missile. As they come up, though, they see someone running up the stairs and give chase.

Red Alert

Lyka is the first to arrive on the top floor. Korkulan the bladebearer (now a Warblade 4/Fighter 2) confronts her, while the other hobgoblins drop their bows and draw their swords. Korkulan is initially able to counter Lyka’s strike with Wall of Blades, but when Loven tumbles past him, his advantage quickly turns. Holden runs up the stairs and uses an action point to jump from one of the lower steps onto the top floor (over the railing) and joins the battle. However, one of the hobgoblins begins ringing the bell.

Kikkeni joins the fray with an energy missile, nailing all four hobgoblins. Two of them die, while Korkulan and the last veteran are able to stand a little while longer before Lyka cuts them down.

However, the party spots lizardfolk beginning to get into their rafts to paddle toward the tower.

Crack ensues.

Holden hoists up one of the guard corpses and begins waving its arms so that it appeared to be waving at the lizardfolk. In a loud goblin voice (he can speak the language), he tells the lizardfolk to leave, that it was a false alarm. And he rolls really well on his Bluff, and it was too ridiculous to not let slide, so the lizardfolk begin paddling away.

The PCs then go down and search the bunks, and discover Korkulan’s potions of fly. They reemerge onto the lookout deck to spot the ogres on the Town Hall roof beginning to stir.

Last Flight of the Black Dragon

One of the ogres jumps down into Regiarix’s lair. Within a few seconds, the ogre climbs back out, and so does Regiarix.

The PCs quaff their potions—Holden, Loven, and Lyka are able to fly. Linnea inherited a potion of fly from Ashie as well, so she drinks but decides to stay in the tower.

Holden says: “We’re like flies guarding a piece of ****.”

Saarvith, astride Regiarix, wing angrily toward the tower. Kikkeni begins a devastating barrage of energy balls.

I roll horribly on their saves. By the time Saarvith and Regiarix close to breath weapon range, Regiarix is down to 105/152 HP. Saarvith is down to less than half (he started with a beefed 62 HP). This is despite me giving them action points and despite Kikkeni’s player rolling badly.

Regiarix lets loose a breath weapon but only hits Holden. Despite Holden’s failure to save, I roll badly and Holden only takes around 20 damage.

Holden and Lyka charge. Holden scores massive hits, while Lyka fumbles one of her two Two-Weapon Pounce attacks. The dragon retaliates with a full attack (bad idea; I should’ve remembered the dragon was supposed to keep his distance) , and rolls a mass of 1s and 2s. Not a single attack hits.

Holden and Lyka flank the dragon and combo him with Soaring Raptor Strike and Bone Crusher. At this point, the dragon is down to 32 HP. Kikkeni softens it up even more by detonating an energy ball BEHIND Regiarix, bringing the dragon down to 19 HP.

I should’ve wised up and had them run away, but no. The dragon flies upward and dives toward the tower. Saarvith uses his Arrow Storm but only hits Kikkeni for damage that is pretty much irrelevant at this point. (I should’ve used Hunter’s Mercy on her instead)

Kikkeni simply blasts the dragon and rider with energy cone. Saarvith is already at -2 at this point, and he slumps back in the saddle. The dragon is down to 7 HP.

Enter Linnea. Blast of Force. 8 damage.

Regiarix rolls a 1 on his Fort save, and falls out of the sky. The fall (even into the water) kills both Saarvith and Regiarix.

It’s All Ogre

The regular ogres on the hall’s roof hightail it when they see Regiarix fall out of the sky. The two remaining skullcrushers stay put and hurl some boulders ineffectually at the flying PCs as they close in.

Kikkeni blasts them once more, and Lyka and Holden quickly cut down the two ogres once they clear the space.

The Hatchery

The PCs investigate the ruined building off the side and find the Razorfiend waiting. It breathes acid on Lyka and Holden, but they cut it down quickly before its next turn, and Linnea finishes it off with a scorching ray. The PCs hear the loud hooting of Nurkulnaak’s ettin as it comes onto the roof. Nurkulnaak, wielding a rapier, emerges with them.

Showdown

This battle gets silly quickly. Nurkulnaak rolls high on initiative and raises a solid fog; Lyka and Kikkeni get trapped in it. The other PCs are unable to get in good shots due to the fog, and Nurkulnaak quickly raises agreater invisibility to attempt to escape.

Linnea is able to dispel the fog after Kikkeni and Lyka extricate themselves, while Holden flies up out of the Hatchery to drop down on the Ettin. The two beatsticks attack the Ettin and damage it quickly.

Still invisible, Nurkulnaak blasts Lyka and Holden (and the Ettin) with confusion. Lyka makes her save, but Holden remains floating in the air, babbling like a moron.

Loven snipes the Ettin, which rolls ‘attack nearest enemies’ in its confusion and hits the two beatsticks before collapsing from Loven’s bleed damage.

Kikkeni climbs onto the roof and tries to find Nurkulnaak with Lyka. Kikkeni tries to hasten the process by randomly choosing a spot to grease.

And dumb luck strikes: she catches Nurkulnaak in the area, and he fails his save, falling flat onto the ground, cursing loudly.

Lyka tries to close in on the grease spot and chooses one of the squares to attack, but she doesn’t pick the right square. Nurkulnaak begins crawling toward the stairs leading down to the boardwalk. Linnea summons a Hound Archon and orders him to hunt down the hobgoblin by using detect evil. Kikkeni fires anenergy bolt through the spot where she thought the beguiler was, but Nurkulnaak was no longer there by the time she does so.

The beguiler creates a major image trying to climb over the rampart and jumping down onto the boardwalk below. Immediately the PCs give chase (Holden rolls “babble incoherently” for 3 rounds); the Hound Archon is first. It slashes at the image with its greatsword, destroying it. Using its scent, the Hound Archon picks up the beguiler’s trail, and Kikkeni greases the boardwalk to prevent Nurkulnaak from escaping toward the hatchery.

With Lyka groping around blind, swinging her sword as if at a pinata, Holden drifting lazily through the air babbling, Kikkeni down to the last of her power points and Nurkulnaak nowhere to be found, I ask them if they want to give up looking for him. The players yell “NO!” in unison.

The beguiler tries to escape into the water, but his own invisibility gives him away—the PCs see the bubble in the water. Holden rolls “flee from caster at top speed” and ends up hovering over the water, way out toward the southwest. Kikkeni uses the last of her power points to fire an energy missile at the beguiler, but misses (I rule that the miss chance still applies since the spell is aimed at creatures, not spaces).

The beguiler dismisses his invisibility and surrenders as the Hound Archon brings him down on his knees.

The party ties him up for interrogation later and drags him into the hall while they explore.

They find everything they need to find: Ulwai’s letter, Regiarix’s hoard, and most importantly, the Ghostlord’s phylactery.

Linnea is able to provide the necessary information regarding the phylactery:
-It was most definitely a lich’s phylactery, and the letter gave his identity away.
-Linnea’s History check recalls that the Ghostlord was once Uriikel Zaarl, a hobgoblin druid who fought alongside the Gatekeeper sect against the Daelkyr invasion of Eberron more than 5000 years ago.
-After successfully slaying the Daelkyr who took over Rhest, Zaarl left, but after about 200 years a pride of ghostly lions ransacked Rhest, and an unnnatural quake collapsed Rhest into the sinkhole that it is now.
-The creator of the phylactery is not an arcane caster but a druid, and a blighter at that.

Kikkeni also points out the Ghostlord’s lair on Koth’s map.

Plans

This might be the source of party conflict. Holden and Lyka want to destroy the phylactery and slay the Ghostlord, while the others are sure there might be a reason why the goblins have it.

Holden balks at the thought of trading the lich his phylactery for aid, but Kikkeni says “We don’t necessarily have to allyourselves with him.”

Thoughts

-The PCs really wasted Rhest. The Ozzyrandion battle was harder.
-This might have been due to the adventure assuming the PCs don’t raise the alarm until they are able to get into the building; I built my battle plans around this assumption.
-Despite being advanced, overbuffed AND having action points, Regiarix and Saarvith crashed and burned really badly.
-All dragons are definitely going to have max HP now. Also considering bumping up Abithriax to Huge and Tyrgarun to Gargantuan without advancing their HD.
-I really want Nurkulnaak to escape. He’s a coward and an evil jerk, sure, but he should be smart enough to use his massive repertoire to escape and inform the Red Hand higher ups of the slaughter. This should allow the Red Hand to start sending out death squads and beef up the Ghostlord’s lair security as well.

Short Session

I haven’t been updating this journal in  a while, but I’m simply reposting here what I’ve been posting on my Giant in the Playground thread. Since this is going to be a more permanent location for the journal, I’ll be transferring everything here eventually.

This session is dated June 20, 2009.

Short session today; this served mostly as closure for the first chapter so we could cleanly introduce the new PCs next session: Linnea Leiranoff, cloistered cleric of Aureon, and Lyka aka “Pickles,” a brilliant, savage, shifter warblade.

The party decides to bury Ashie quickly and send House Orien a lock of her hair should they wish to resurrect her. After resting (the previous session was a pretty solid thrashing), they woke up to find Teyani Sura entering the Old Bridge Inn.

Teyani, as haggard as she is, quickly fills them in on what happened to the Rhest Trail. It’s beginning to become clear that the Red Hand is sweeping far wider than they had expected, and that simply taking out a bridge isn’t going to stop them for long. She asks for a map to mark the blockade, and is surprised to see and hear from the PCs what else is coming their way. She quickly scribbles down notes on whatever scraps of paper she has, and leaves for Brindol without even getting her ale.

The Town Council
The party’s immediate impression of Iormel is that he is a Grade A jerk; he harshly tells Holden to shut the hell up when he begins trying to plead against Iormel’s stance (fight).

After hearing all of the council members’ cases (one each for fight, flight and parley, one undecided [Norro] and one that’s practically an abstention [Soranna]), they try to convince Kellin first. Holden rolls really badly at first (he’s the only guy with ranks in Diplomacy), but the others are able to aid him in saying that the goblins wouldn’t have tried to torch the town the previous night if they wanted to plunder. They get Kellin’s vote.

Second, they try Norro. I assigned the lowest DCs to Norro (using The Giant’s Diplomacy rules) since he isn’t committed to any particular course of action. Kikkeni easily makes the case; Norro told them to destroy Skull Gorge Bridge if they had to, and they did. Norro changes his stance to flight as well.

Finally, just to be sure, they try the cantankerous Iormel. He has the highest DC for the flight option (DC 29), but Holden rolls a 20. His +6 modifier is bolstered by Jorr’s testimony, the map, and their performance in fighting against the goblin raid.

<Holden> A town is more than its holdings. A town is its people too.
<Iormel> …I…No way I’m fighting under the banner of the Lord of Brindol.
<Holden> Better to live to fight another day.
<Iormel> What do you know about fighting?
<Holden> We cleared out Vraath Keep. We defeated Wyrmlord Koth. We slew a dragon. I assure you, sir, we know about fighting. But we also know when to run, and now is one such time.
<Iormel> Fine.

The council reaches a unanimous decision to flee, and the town begins packing.

Chimera Attack
At about 2:30 pm, the chimera attacks. The thing died practically as it hit the ground. It rolled dead last on initiative, and even with its beefed HP and the party down one man, the combined firepower of Kikkeni, Loven and Holden takes it down to 13, then 3, then -21 HP before its third turn. The chimera does try to thrash Holden, but only hits with its first bite and gore. Its breath weapon (I gave it lightning instead) barely grazes Kikkeni.

Evacuation
As the party leaves, they decide to escort Norro, Soranna and the rear guard to Terrelton first, and then proceed to the blockades to the North.

Anyway, it’s reeeeally early into the timeline and they’ve already sent the people along the Dawn Way packing. Rhest is a pretty small place and will be pretty easy to clean out if they observe it. The encounters are going to be beefed up a lot more. The speed at which the party slew the chimera is pretty insane.

Death of the Lion: An Eberron Adaptation

Here’s a short story told in the form of a legend, meant to adapt the Ghostlord’s story into the Eberron setting.

Raat shi anaa. The story continues.

The empire of Dhakaan. The epitome of bloodstained glory.

The Dar, known to Khorvaire’s humans as the goblinoids, ruled the continent for several millennia. Its people were strong-willed, skilled in steel, spell, and the blending of both. Its succession of emperors thought their lineage would last forever, but as we all know, empires always fall in the end.

The madness came. It came pouring into Eberron from the mad plane of Xoriat. Twisted flesh and minds, known to sages as the aberrations, filled the Material Plane with their unnatural might and magic. At the van of this tide of insanity came the Daelkyr.

The Daelkyr were beings so unnatural and warped that their mere presence corrupted reality. The land was polluted, and so were its people. Those Dar who had been captured by the Daelkyr were made into playthings by the mighty lords of madness. Those that survived saw their flesh and minds twisted at the whims of the Daelkyr.

One of the provinces that was badly hit was Rhestilaar. A gate to Xoriat opened in the dark chasms below the land, and legions of unnatural creatures invaded the surface. The Daelkyr who led them was known to the Dar as Marvesklurhan, the Lord of Writhing Coils. It established Rhest as its throne as it began sending forth its minions to meet with the Daelkyr who were invading the western reaches of Khorvaire.

But the proud Dar refused to be broken. They fought back, and with them came the orcs of the Gatekeepers. With swords of the twilight metal byeshk and mighty spells meant to restore the balance of Eberron, the unlikely allies fought back the waves of madness. As the war raged on, many of the hobgoblins were impressed by the power of the Gatekeepers’ natural magic, and sought to augment their martial might with it.

Very few of the Dar who tried to join the Gatekeepers’ ranks impressed the orc hierophants, but those who did proved to be mighty and wise indeed. One of these was a hobgoblin named Uriikel Zaarl.

Zaarl led a mighty pride of lions into the corrupted capital city of Rhest, and tore into the ranks of the Illithids who served as Marvesklurhan’s elite guard. He wielded a mighty byeshk blade he called the Devourer of Twilight, and fought fiercely all the way to the threshold of Marvesklurhan’s alien throne.

Zaarl struck swiftly, smiting the Daelkyr with his blade, but the blow was not enough. The Daelkyr’s mighty tentacles flung the druid away, and the Lord of Writhing Coils escaped deep into the caverns beneath Rhest along with its entourage.

Shocked by the maddening touch of the Daelkyr, Zaarl summoned all his brethren to pursue the alien lord to the portal at the bottom of the subterranean chasm. The Illithids, wielding swords forged of pure mindstuff, fought a retreating battle to cover the flight of their wounded lord, but Zaarl caught up with  Marvesklurhan as it was about to flee. The hero’s pride of lions fought with all their might, crushing the twisted Illithids and filling the room with carnage as the druid confronted the Daelkyr.

“Here you die, corruptor of flesh,” proclaimed the druid champion.

“Ah, flesh—what is flesh but something to be twisted?” answered the Daelkyr, its warped voice echoing in Zaarl’s mind.

Zaarl said nothing and smote the alien lord with his blade. Marvekslurhan’s death throes consumed its own minions as its psychic force clawed violently at life. The backblast shattered the portal, and the fabric of reality fell back into place as the rift’s energies drained away. The day was won, but the damage had been done.

Zaarl’s lions, their forms ravaged by the shockwave of chaos, limped out of the chasm, no longer natural beings. The druid himself emerged a hero. The people of Rhest lauded him as a hero and rebuit the city in his honor. Lion motifs practically covered the city in the months that followed, and the lion was adopted as the province’s emblem.

Zaarl, however, felt betrayed. Nature’s magic could not heal his beloved lions, and none of Rhest’s mages had the ability to restore them. His body began to manifest signs of the Daelkyr’s corrupting influence, and all natural magic was completely ineffective in arresting or reversing the corruption wracking his body. The druid consulted his orc masters, but they too could offer no answers. He felt the damage was irreversible, and that nothing he could do could save Eberron in the end. Flesh, in the end, was simply something to be twisted. Only death could save him and his lions.

Zaarl sought the tomes of necromancers and the power over life and death that they held. He slipped away from the teachings of the Gatekeepers gradually. After a hundred years of study, he decided to take the final step toward conquering the flesh-twisting effects: lichdom.

“I shall save you, my pride,” whispered the undead druid as he struck his beloved lions dead with his newfound magic. At once he began to work on raising the beasts back to unlife.

Rhest itself began to die. Dhakaan never fully recovered from the Daelkyr war, and one by one its provinces began to fall into disrepair. When the last emperor, Dabrak Riis, finally abandoned his throne, Rhest’s neighbors began to invade.

The goblins once more called upon the might of its druid patron, but Zaarl sent a simple reply: “Zaarl is no more. The Ghostlord shall go to Rhest.”

Zaarl marched into Rhest once more, not to save it, but to destroy it. Bitterness and the desire for revenge had been festering in his heart for a century. It was time to exact payment from the weaklings for whom he had suffered.

The ghostly lions rampaged throughout the city, tearing the goblins limb from limb. He descended the ancient steps to the caverns beneath and called upon his magic to dissolve the great earth pillars that braced the city above. Escaping to the surface, Zaarl threw his byeshk blade, the Devourer of Twilight, into the depths of the pit.

That fateful day, nearly five thousand years ago, Rhest died. Water from Lake Rhestin came flooding into the city as the tunnels below caved in. Those that survived fled across Khorvaire, some joining the human civilization that came on the heels of Dhakaan, others remaining proud and independent. The Ghostlord himself raised an enormous temple for himself in the blighted land south of Rhest, and there he brooded for millennia, delving deeper into the arts of necromancy.

It was only recently that the cult of Tiamat led by Azarr Kul came to these lands. By the hand of fate, the traitorous Ghostlord was once drawn back together into dealing with the Dar. A great conflict brews in the lands of Elsir Vale, and the Ghostlord will once more be put to the test. Only the gods know if Zaarl will be finally left to his dark fate as a lich, or if he will be finally freed from the haunting whispers of the Lord of Writhing Coils.

Raat shan gath kal’dor. The story stops, but never ends.

Night Raid

Day 5

The party decides to take it easy for now. Unable to do much, Ashie commissions Morlin Coalhewer (I gave him a human apprentice who does sculpture and pottery) to start making the three homunculi she wants to use: a new Iron Defender, a Furtive Filcher, and an Expeditious Messenger. Even with expert craft skills, none of the homunculi are completed in one week, and they won’t be done until the Red Hand arrives. Wanting to be nice to the players, I tell them that their choice of one homunculus will be completed by the day before the horde arrives. They decide on the Expeditious Messenger.

The party goes to sleep, only to be awakened at midnight by distressed screams coming from the far bank.

Outriders

Jorr accompanies the PCs, but he’s so badly wounded that they tell him to stay back and leave the fighting to them.

The goblin outriders and the dire wolf (for which I swapped out the hell hound) roll high on their initiative, while all the party ends up at the bottom of the stack.

Immediately the dire wolf charges Holden for a lot of damage and knocks him down, while the outriders break out of hiding (they were wearing wolf pelts and use their surprise advantage to score painful skirmish damage on the PCs.

The party is able to quickly subdue the dire wolf, but the outriders just prove too sneaky. Only Kikkeni’s [i]energy cone[/i] is able to deal much damage to them, but the tried and true “use your mount as cover” trick works like a charm, and the outriders roll really high on their reflex saves.

Eventually, the PCs are able to bring one worg down, but its rider makes a beeline for Sterrel’s Provisioning and sets it on fire. However, by this time, Ashie and Kikkeni have HP in the single digits and are only using the dire wolf’s corpse as cover.

(In case you didn’t notice—-they did not heal themselves between their fight with the dragon and now.)

Ashie is able to use her wand of entangle on the grass around the burning warehouse, trapping the goblin who set fire to the building.

Loven manages to use his bag of boulders+sneak attack to seriously injure one worg rider, so they begin to run away.

Second Wave

The two remaining mounted goblins begin running off the grid as quickly as they could; both escape, with the second wave arriving just in time to cover them—two Kulkor Zhul duskblades, two greenspawn snipers, a bladebearer, and a Kulkor Zhul War Adept.

One greenspawn sniper reveals itself, taking shots at Kikkeni from the roof of the other nearby warehouse (Jendar’s Warehouse), and it fails its attack roll and snipe check badly. When Kikkeni’s turn comes around, the greenspawn gets flung to the ground with telekinetic thrust for all his trouble. He survives the huge fall, however, but now that he’s out in the open, he has a hard time with hiding.

The first duskblade nails Holden with [i]ray of enfeeblement[/i], dropping his strength back down to 12.

Ashie thinks she could nail the newcomers with entangle, but the War Adept goes right before her turn and blasts her and Kikkeni with a scintillating sphere.

Both women fail their reflex saves badly. Kikkeni is dropped to the negatives by the explosion, while Ashie dies instantly. The spell deals just enough damage to send her to exactly -10.

The party gets screwed really badly from here on. The Kulkor Zhul War Adept uses its Pillar of Magic ability (see Hobgoblin Warcaster, MMV) to grant SR 14 to its lackeys.

Loven runs to try to heal Kikkeni and finds a potion of cure moderate wounds in her pack, bringing her back up to the single digits.

The party is lucky they’re able to move around so quickly–the hobgoblins have a hard time keeping up with them and the snipers have lousy shots. Readied actions would’ve taken them down easily.

Holden is quickly surrounded by the duskblades and the warblade; one channeled shocking grasp and a critical hit from the warblade later and he’s in the negatives; even his damage pool couldn’t absorb enough.

Seeing Holden go down, the duskblades and the warblade go after Kikkeni and Loven.

Kikkeni is able to breach the SR and flings the warblade away with TKT, while Loven drinks a potion of invisibility to help out his dwarven brother.

In the mean time, Kikkeni flings back one of the duskblades with TKT again (now her favorite power), squishing him. Ouch. The other guy survives and also runs after her.

Loven is able to run as fast as he could towards Holden, and he activates Holden’s healing belt bringing him back up to the positives. Not wanting to attract the nearby War Adept’s attention, Holden continues to play dead.

Kikkeni tries to outmaneuver the warblade, but she decides she’s not willing to risk a TWF full attack on her next turn, so she risks an AOO instead so she can get a safe distance away to cast a spell. Not this player’s lucky day.

The warblade rolls a 20 on his AOO, but fails the confirmation roll. This is still enough to bring Kikkeni down again, so the warblade rejoins the fray as the War Adept casts mirror image. Holden uses up the belt’s charges and gets up, attacking one of the mirror images (giving Kikkeni 2 HP due to Martial Spirit), while Loven pokes at the mirror images as well.

The War Adept is able to nail the now-revived Holden with scorching ray putting him at a dangerously low HP level—once his damage pool hits next turn, he’s going to go down to 0 again. He smashes the warblade with Mountain Hammer.

With Kikkeni back up, she’s able to nuke the mirror images with energy missile, exposing the caster. He barely takes damage from it, but he retaliates with summon swarm. The spiders take Kikkeni down to 0 HP again, though she thankfully saves against the poison.

The remaining duskblade runs off into the woods.

At this point the War Adept tries to escape as well; its buffed AC keeps it safe for the most part. However, as it moves away, it’s unable to maintain the concentration on the swarm spell due to a painful AOO from Holden, and tries to cast haste to bolster his escape.

Holden and Loven stay on his case, but eventually the War Adept is able to cast invisibility from a scroll and escapes with his life.

The party calls Jorr to ask for help with the fires, which thankfully haven’t spread so much. Ben Sterrel’s store is mostly intact.

Postmortem (Literally)

While the party has the staff of life, Loven’s crappy UMD ranks prevent him from emulating the 15 Wis required to cast the spell. They decide to lay Ashie to rest, cutting off a lock of her hair to send back to House Orien, should they decide to have her resurrected.

Now that the party has got a taste of the Red Hand’s competently dangerous side, they’re convinced more than ever that Drellin’s Ferry has to be evacuated. I also tell them that the implications of the outriders, the snipers, the War Adept and the duskblade getting away are very dire: The raid was not a coincidence. The outriders had found Vraath Keep empty and tracked the perpetrators to Drellin’s Ferry, and now that they’ve seen the PCs and gotten away to report to the Horde, there’s a good chance that later attacks will be much, much harder.

Ashie’s player decides to roll a character, and given the dangerous nature of the adventure, Holden and Loven’s player decides to roll an additional character as well.

Ashie’s player wants to tank this time, since she realized that having only one tank makes things kind of difficult. I ask her if she’s willing to give up her party’s utility casting, and she says she prefers survivability. As such, I recommend she roll a cleric instead, to which she agrees.

We recommend that the other player’s additional character (he’s going to be controlling THREE characters now O_O) be a fast, DPS striker, so we recommend a Shifter Barbarian/Swordsage or Warblade. He also decides to make this character female.

Due to Ashie’s death, I’m going to give the PCs a modifier on their Diplomacy checks during the Town Council on day 7—surely the death of a seemingly powerful adventurer would strike fear into the hearts of the people. (I’m using Rich Burlew’s  tweaked Diplomacy rules). However, this could also mean they are just as likely to surrender.

We don’t know when next session will be yet. It will likely include the council meeting, as well as the Chimera attack. I tweaked the beast a bit, giving it a blue dragon head (partially due to Azarr Kul’s and Tyrgarun’s vanity) to give it some range on its breath weapon.

RIP Ashiedae Jiourrn d’Orien

d: 16th Lharvion 998 YK

Ozzyrandion

This was supposed to be the final session for this summer, but it seems that we’ll be able to sneak in a couple more sessions before the school year breaks us down with work.

Ozzyrandion

Locked Girl ~The Girl’s Secret Room Betrayers of Siberys

I didn’t push through with my original plan to beef up Ozzy to Juvenile. At the recommendation of some other DMs, I kept Ozzyrandion’s hit dice, but I made him large. I didn’t even raise his ability scores; I only wanted higher damage dice and a tail slash attack. I’m glad I  didn’t use a Juvenile (CR 8) version; this would have killed the PCs. Thanks to all those who helped me. Anyway, here goes.

The players decided to wait until dawn (approx 6 am of Day 4) before attacking so that they wouldn’t get hosed by illumination disadvantages. At this point they were very close to fatigue, but they didn’t want to risk concealment and getting spotted before they could even see their targets.  Everything else had better senses than they did.

Ashie the artificer then proceeded to buff the hell out of the party while they stayed in the trees at the very edge of the Witchwood:
Holden: –shield of faith, bull’s strength, enlarge person
Loven: –cat’s grace, shield
Jorr: –cat’s grace
Ashie: eagle’s splendor, shield

She also cast haste on everyone and gave Holden the potion of fly.

Dripping with buffs, they rolled initiative, with Ashie, Jorr, Loven and Kikkeni staying in the undergrowth, “hiding” (they didn’t know that Ozzyrandion had spotted them all), while Holden and Seiza charged down the stone pathway toward the Hell Hound Scorch Drake. Unfortunately, Ozzyrandion rolled a natural 20 on his initiative.

Immediately, Holden and Seiza were bathed in a shower of supernatural acid. Seiza was instantly reduced into a spitting, hissing puddle of slag, which severely injured Ashie with its death feedback. Holden also failed his save and was left at half HP.  He went next and charged the closer scorch drake, pulping it instantly. The other scorch drake also died before it was even able to attack—it ran out of move speed right outside Holden’s reach and he burst it like an overripe tomato the next round. (I should have replaced them with Dire Wolves here; Hell Hounds are seriously rather useless.)
The archers in the camp began grabbing their gear (with the one round delay stipulated in the adventure), while the archers let loose. Due to some wise placement, however, the PCs were able to avoid fire from the archers on the far side by placing themselves behind one of the towers. Ashie and Kikkeni ran up the stairs; Kikkeni’s speed was up to an amazing 70 feet thanks to Speed of Thought and haste.

Almost immediately the hobgoblins started dying. Kikkeni was able to throw one of the nearer ones into the other with telekinetic thrust, knocking the target out of the tower and to his death at the base. Jorr kept missing this time, and would prove to be mostly a distraction for the archers. He took potshots at Ozzyrandion, but he just kept missing.

And so did the archers. The total AC ratings of the PCs were about as high as Ozzyrandion’s, so they’d only hit on a roll of 17 or higher. The Stormtrooper Effect seems to apply to these guys, as they kept rolling badly while their numbers were large and then started rolling better when they began thinning out. The archers in the camp and the sergeant immediately closed in after picking up their gear; the sergeant had no ranged capability (due to being a Warblade 3) and double moved as fast as he could across the bridge in order to take out Kikkeni, while Jorr tried to flank and sneak attack (but he missed).

Kikkeni stayed on the staircase of the southeast tower for a good part of the encounter, as she wanted to avoid the breath weapon and Flyby Attacks coming from at least half of the possible attack vectors. Ashie wasn’t so fortunate, as she stayed on the ground. Their combined firepower, however, packed a punch. After Holden had smote Ozzy, who was hovering above him, with a successful Bonecrusher, the two girls were able to blast the dragon down to less than half HP in short order.
Loven just made some rather ineffectual attacks for most of the encounter (having 1d4+2 damage on his CSB is really lame. Any suggestions for making this guy work better? He hasn’t really been making an effort to get into sneak attack position.), managing only to crit against the sergeant, who was threatening Kikkeni as she came down the stairs for a better spot.

Kikkeni renders the sergeant useless by making him chase her like a lovelorn stalker by using déjà vu (Seriously, I hate this power now), wasting his turn.

Enraged by the barrage, (and almost getting smacked into a wall with energy push) the dragon flies back to his roost and to drink his potion of cure serious wounds, then his potion of invisibility. Freaked out by the dragon’s sudden disappearance, the party attempts to stay put, thinking it mostly unwise to devote all their resources to killing the archers. Ashie casts call lightning from a scroll and begins blasting away while the flying dwarf dive bombs the crossing archers. His Charging Minotaur shatters one’s body in several places, sending him flying like a rag doll along the bridge.

Everyone is still frustrated by the dragon’s invisibility; they did their best to spread apart to avoid being bathed in acid. To their chagrin, however, Ozzyrandion reappears right beside Kikkeni and proceeds to wail on her. Kikkeni survives the full attack with 5 HP left.  Holden, coming from the bridge, dive bomb-charges the dragon, but he fumbles his attack roll.

Kikkeni accomplishes something amazing here. She makes a concentration check to manifest defensively, and uses energy push on Ozzyrandion.

The dragon makes his Reflex Save.
And fails his opposed Strength check—by 10.
The impact of the psionic power sends him skidding 15 feet toward the edge of the map. Using her incredible speed, Kikkeni runs out of the danger zone and towards the bridge itself. Ashie blasts away at Ozzy with her dwindling call lightning shots in the meantime, and finds herself backed into a corner at the edge of the map. Ozzyrandion charges her on the ground. His bite bounces off the edge of her shield. Ashie risks the AOO and she runs as far as she could in the tower’s direction—she just really wants to stay away from the dragon’s full attacks.  Holden runs to her rescue, attacking the dragon but missing once more.  This puts Holden and Ashie directly in the path of an acid blast. But we’ll get back to that later.

In the mean time, Jorr is exchanging fire with the hobgoblins and taking most of their shots. The archers fire mostly at Holden, the giant flying dwarf, but seeing that this doesn’t work too well, go after Jorr instead. Loven simply keeps missing or dealing pitiful damage, though he does manage to KO the sergeant.

Ozzyrandion uses his breath weapon on Holden and Ashie. Both save successfully, but by now are at critical HP levels—however, Ozzy is critically injured as well. Holden retaliates in the most fantastic manner—using Revitalizing Strike, he shoves his maul into the dragon’s maw, splitting the dragon’s head open. I describe the fatal strike as a surge of warmth and strength while the dragon’s polluted life force drains away—the Silver Flame’s power fills Holden, rewarding him for smiting this foul, corrupt dragon.

Just as Holden strikes down Ozzyrandion, Jorr takes a fatal shot, dropping to 0 HP. I rule that the extra 2 HP from Holden’s Martial Spirit saves his life and gets him right back up, but the cinematic image of Holden turning toward Jorr just as he gets shot down is pretty awesome.

Jorr stands right back up and crits the guy who shot him as he runs away, shooting him through the head.

Ashie, in the meantime, attempts to overtake the hobgoblins by doing the most awesome action movie stunt in the adventure so far. She first wanted to slide down the scree-covered slope in order to get close enough to use her dragonmark’s dimension leap power to teleport across, but I rule that she needs to make a Reflex save to avoid falling, then make the Concentration check to cast her spell-like ability in violent motion.  I give her an alternative, but she chickens out at first. Then she remembers her action points.

She has an awesome move speed thanks to haste. This gives her a prodigious boost to her Jump check. She rolls a 2 on her d20. She spends an action point to gain an additional 4. Her total Jump check lands her a 13—enough to jump 10 feet off the edge of the cliff. Then she taps her dragonmark to dimension leap the remaining distance and lands right on the edge of the other cliff. She lands with a wand in each hand, ready to kick some Red Hand rear.

Kikkeni, emboldened by their victory over the dragon, runs over the bridge as well, and slams the northeast tower archer with telekinetic thrust into the northwestern archer.

At this point the hobgoblins begin to retreat, but Holden beats them by landing at the base of the stairs of the northwestern tower. Kikkeni lays down psionic grease, and both the hobgoblins slip up and fall. Holden ends them with a full attack.

Cinder Hill

The party apprehends two hobgoblins—the sergeant and one of the archers–and ties them up, hanging them off the side of the bridge while they’re unconscious.

Jorr and Loven continue to scout out Cinder Hill, while the rest of the party searches the bridge.

The scouts confirm their worst fears: The Red Hand is a horde, and they have not only thousands of hobgoblin and goblin warrios, but worgs and ogres as well—not to mention a red dragon and at least 3 warforged titans, which Loven spots being stripped of their tattered Cyran battle banners and refitted with Red Hand heraldry.

The party decides to hightail it back to the town, dragging their prisoners behind them. Kikkeni easily destroys the bridge by using energy cone to blast the weak spot, ruining it after 3 shots.

I decide against throwing another random encounter against them since we were running out of real time, so I let them get quickly through the Witchwood back to town.

The party gets back to town at about 10 pm of Day 4 to deposit the prisoners at the Old Toll House and rest for the night.

Jack Bauer. Again.
The next morning, the PCs take Norro Wiston and Sorrana to the interrogation. Wiston expresses his distaste for the torture, but the PCs are determined to do this.

The torture is pretty fruitless by now. The grunts don’t know much; all they get from the crazed sergeant are visions of glory that Azarr Kul showed them, of a Dragon-inspired hobgoblin empire greater than Dhakaan, spreading across Khorvaire and Argonnessen.  A dragon-inspired hobgoblin empire ruled by Tiamat.

Kikkeni rolls a high enough knowledge check to realize the implications of this crazy idea, but by now the sergeant is no longer saying anything helpful. Both hobgoblins are executed.

Ahead of Schedule
It’s only day 5 and the PCs are already itching to get Drellin’s Ferry evacuated. This seems to be something that the adventure doesn’t expect. I make the lame excuse that they have to wait for two more days since Iormel is out of town and Wiston sort of fears him, and thus refuses to start the town council without him.

The PCs try talking to Sorrana, and although she expresses utmost concern for the safety of the town, she says she ultimately has to follow orders, and that despite Iormel being an unlikeable, proud bastard who is likely to oppose the town’s departure, they really have to wait for him.

OOC I tell the players that they’re actually way ahead of schedule and that the Red Hand is not going to reach Drellin’s Ferry anytime soon. This causes them to relax a bit, so they decide to craft stuff—Ashie wants new homunculi to replace Seiza.

Postmortem
-The PCs performed admirably on the bridge despite the difficulty of the encounter; their strategic discussion paid off.
-The dragon died faster than I had expected—he was already supposed to run away after he attacked Ashie, but Holden and Ashie presented him with such a great opportunity to kill them that I decided to just have him use his breath weapon again.
-I was a bit frustrated by the PCs being a bit too] convinced that fighting to save the town was a hopeless cause, their panic really caused me to make some lame, railroading excuses which I preferred not to do. Also, they’re way too early—the Chimera attack and the town council would have to be bumped up way earlier.
-We’re about to enter the second part of the adventure, and I’m pretty happy with the progress we’ve made.

Session 3

Days 2-4 of the adventure: Much wickedness is smote with a flying, burning, stuffed owlbear, allies are made and an old paladin is given a chance at redemption, and the PCs behold their first dragon.

12 Lharvion, 998 YK
Hydra Aftermath
After defeating the hydra, the party searches the wagon and retrieves the +1 mithral breastplate. This goes to Ashie.  The party crosses and continues north.

The trip to Vraath Keep is approximately an hour from the Blackwater Causeway, but 30 minutes into their trip, they run into a not-so-friendly forest denizen.

Girallon Attack
Jorr spots a girallon stalking the PCs in the woods. The monster growls at them.
Initiative: Kikkeni, Girallon, Holden, Loven, Ashie, Jorr.

This random encounter goes by surprisingly fast. Kikkeni opens up by moving behind some trees to prevent the girallon from charging at her, but it covers the distance pretty quickly by double moving (it spotted her first).  Everyone else moves to close in.

At the top of the second round, Kikkeni uses a simple but highly effective power on the raging monkey: déjà vu. Naturally the creature fails its save—It has to repeat its last action, so it moves toward Kikkeni. Again. A risky tactic, but this prevents the ape from using its decidedly deadly full attack. By this time everyone was within its 10-foot reach, but due to déjà vu, the girallon couldn’t do a damn thing. Everybody wails on the monster with Jorr joining in to flank and plant a dagger in the girallon’s ribs. This continues for one more turn. The girallon fails to make any attacks at all until Holden bashes its skull in with Mountain Hammer. One dead ape.
Stakeout
The party continues north and arrive at the periphery of Vraath Keep at around 11 am of Day 2. Loven and Jorr scout ahead and scout the perimeter. Jorr identifies the scattered large skeletons as those of werebears and wereboars, but apart from seeing the breach in the wall and the crushed gates, they don’t find anything else outside.
Jorr didn’t want to go in, and Loven wouldn’t dare venture in alone, so the two retreat to the camp.

Kikkeni is completey out of power points, and deciding they didn’t want to enter the keep without heavy artillery, the party sets up camp and rests, with Loven staking out the castle from a tree. He spots the fake haunt (of course he just knows there’s a glow and eerie moaning), and the smoke rising from the keep.

Once more before they enter the keep, Loven, Jorr and Seiza the iron defender sneak towards the breach in the southern wall. They hear hobgoblins making lame elf jokes (Jorr translates), and they see the embers of a fire burning low, casting a flickering light. They report back to the rest of the party.

At approximately 8 pm, the team moves in, with Jorr remaining in the camp to watch over the horses.

Breach
The party decides to enter the doors to the right of the entrance (the stables). Listening carefully, Holden detects creatures speaking Goblin inside. With nothing else to do, the party sticks to the wall of the north guard tower, and Holden opens the door.

The goblin riders inside were too busy with their game of stickbeetle to notice that they were being creeped up on, so the PCs get a surprise round. However, due to bad positioning (only Holden had line of sight into the stables interior), all of them end up passing their standard actions.

Round 1: Holden and Ashie roll 23s on their initiative and go first. Holden enters and attacks the first goblin rider, taking off about half his HP using his greatsword. Ashie uses up her second eternal wand of shield use for the day.
The gobbo (already damaged) closer to the door makes a run for the worg stables, but Holden makes his AOO and cuts the goblin in half before he’s able to do anything.
Next, Seiza, Ashie’s homunculus, runs inside and attacks the second goblin, taking out a good chunk of its HP. Hearing the death scream of the goblin, one of the worgs (the closer one) closes the ground between its stall and Ashie quickly, and tries to bite. However, Ashie’s high AC keeps the worg at bay.
Kikkeni enters, and also raises her inertial armor. The second worg rushes to confront Ashie and misses as well.
Loven enters , rapier drawn, and runs up to the haystack in position to attack the last goblin. Loven sneaks (Rider B is still flat-footed), but rolls low. He ends up dealing only about 12 damage, but his bleeding attack renders him a dead man walking. He retaliates, attacking Loven, but he misses badly.

Round 2: Holden turns on Worg B, while Ashie attempts to put some distance between herself and the worgs, five-foot stepping back toward the door and shooting at the goblin with her magic missile wand. Her homunculus attacks the second goblin, tearing its throat out and killing it before it gets to act again. The first worg attacks Holden, but is unable to bypass his AC. Kikkeni fires cold energy missile at the two worgs; A saves, but Kikkeni rolls really badly. A only takes 4 damage, while B takes the full 8 damage. Still not daunted, the second worg fights on and attacks Loven, but misses. Loven tries to move into a flanking position, risking the AOO from the first one. Worg A hits and easily trips Loven.  This round is incredibly noisy, with the worgs yelping loudly. The manticore in the nest at the southern end of the keep climbs onto the roof of its lair, peering at the sources of the sound, but doesn’t bother to do anything.

Round 3: Holden attacks the first worg this time, rolling maximum damage, dropping it down to 8 HP. Ashie moves back even further and tries to use her wand once more, but rolls low on her UMD check. Seiza runs to engage worg B, killing it. Kikkeni conservers her power points and passes her turn, while Loven gets up, provoking an AOO from Worg A. He gets hit again, and his attack misses too.

Round 4: Holden finally takes down Worg A with Mountain Hammer.  The party quickly closes the door and tries to figure out what to do.

After a brief discussion, they wait for any reactions to the sound of fighting. Nothing really happens, so they decide to check out the building on the other end of the keep (the manticore’s lair).

They sneak up, avoiding the break the wall where the flickering firelight had been seen earlier. They open the door in the southern tower, cramming into it. Holden tries to listen through the door to the manticore lair, but hears nothing—Ashie can see why.

Ashie was the only party member left outside the southern tower; she sees the manticore looming on the roof of its lair. It peers at them and says  “No bother, Koth inside tower.”

A few halfhearted attempts at diplomacy end with the manticore telling them to go away since Koth “pay better,” and retreats groggily into its lair. (It’s not the brightest crayon in the box.)

Taxidermist’s Nightmare
Holden and Seiza take up positions near the crack in the barracks’ eastern wall, while the rest of the party goes to the north end.  Holden screams, with a thick dwarven accent, “Help! Help!”

Instead of rushing to his aid, one of the hobgoblins simply laughs, saying “I’m so drunk, I can hear a dwarf speaking in bad Goblin!” Much laughing echoes out of the barracks. Holden hears a deep, angry grunt from the other side of the room.

Holden: “Help! Gods damn it, HELP!”
Second Hobgoblin: “Hey, I think I can hear it too! ‘HELP! HELP!'”

By now, the hobgoblins are in stitches. Holden hears the grunt again; it sounds like a much larger creature. The minotaur can smell the dwarf now, so it angrily yells at its minions to wise up—intruders were about. The barracks goes silent for a moment, and then the scream of drawn steel rips out of the room. Holden steps straight into the breach in the wall, and he spots Karkilan the minotaur, and three of the four hobgoblins.
Initiative:
Kikkeni, Koth (not joining the battle yet, but he rolled 24), Loven, Veteran A, B, Seiza,C, Karkilan, Ashie, D, Holden.

Kikkeni opens the door, sees Koth’s stuffed owlbear and the fourth hobgoblin, and improvises. Telekinetic thrust sends the owlbear and one of the hobgoblins (B) flying. I made an honest mistake here, completely forgetting the augmentation cap on psionic powers. I rule that the owlbear, due to poor stuffing, is only about 100 lbs, while the hobgoblin with his armor totals about 225 lbs. She augments the power further than she should have been able to, and flings the owlbear (large enough to hit more than one target because they were all adjacent), while she sends B flying toward A.  Kikkeni crit misses on C, but hits D and Karkilan with the owlbear, dealing 4d6 damage. B fails his save and, being dense and heavy,  would deal an astounding 9d6 damage to A. Thankfully, Kikkeni rolls low and B smacks into the wall as A ducks. B falls on top of A. Loven leaps into the doorway, rapier drawn, but sticks to the wall. A is able to disentangle himself and attacks Kikkeni. He misses. B likewise gets up and stands beside A, right inside the doorway.  Seiza runs in and sticks close to Loven. C sprints for the doorway as well (provoking an AOO from Loven), attempting to engage the deadly caster. Karkilan moves to the crushed wall to attack Holden and misses, while Ashie casts fireball from a scroll.

A tremendous burst of fire sets Karkilan, C, D, Karkilan’s bed, C and D’s bunk, AND the owlbear alight. Karkilan saves, but C and D fail. Everyone survives it, though. D manages to run away from the burning upholstery, and then Holden goes in to attack the minotaur.

Once more, Kikkeni flings the burning stuffed owlbear, but at this point  I remember the augmentation limit—Kikkeni shouldn’t be able to augment at all, since she’s only at Manifester Lv 5. We don’t bother backtracking the previous telekinetic thrust, though, but this time, she can only fling the owlbear. Once more, she hurls it at the now angry minotaur. At this point, Koth opens the door to his tower, asking what the blazes is going on, SEES that the blazes ARE going on, and quickly casts invisibility. The encounter has just become a boss battle.

Koth actually double moves out of the place and is now in the courtyard, however. The manticore climbs onto the roof of its lair again after smelling the scorched minotaur.
Loven attacks C, but finds his blade parried. A and B continue to ineffectually attack Kikkeni. Karkilan tries to chop Holden down, but misses again. Ashie uses her last scroll of fireball, dropping Karkilan and D.

C soon goes down, then B. Memory is fuzzy as to how this happened, but eventually, it was just the party, the invisible Koth, and the manticore, who still isn’t attacking, and A, standing in the doorway of the barracks.

Koth spots Ashie and Kikkeni, and drops a fireball on them. Ashie saves, while Kikkeni fails. Kikkeni is now at critical HP, while Ashie is in the low teens. The fireball also catches A in the blast and vaporizes him.

Loven tries to go take a sniping position outside by the boulder at the barracks’ northeast corner. Holden spits curses, going after Koth, while the manticore rains its spines at Ashie—Kikkeni is thankfully out of the manticore’s line of sight. Two of the spines hit—Ashie is now down to single digits.

Holden yells at Kikkeni, telling her to get the hell into the room, but she bravely says she still has a job to do, and uses the last of her PP to energy push Koth. He saves against most of the damage, but he gets flung into the pile of wereboar bones leaning against the southern guard tower. Flitting behind the boulders in the courtyard like a shadow, Loven shoots from his bow, but is too far to make sneak attacks. Ashie also takes one last shot with a scroll of scorching ray before running back into the room to help Kikkeni get back up on her feet.

Koth goes invisible. With the girls vulnerable inside the building, Holden rushes in to support them, while the manticore jumps to the southern wall and perches there, shooting at Holden. The girls use Ashie’s potions to heal, while Koth reappears and blasts Holden with the dreaded ray of enfeeblement.  Seiza charges Koth, who fights it away with his morning star, while the manticore jumps down beside Koth to defend him. Eventually, Seiza shakes down Koth, dropping him to -1. The manticore flies away.

The party levels up—the encounter gave massive XP, and creativity got them through it despite having two near deaths.

Even better, Koth isn’t dead, so Holden stabilizes him and Loven leaves him gagged and bound. They drag Koth close to the burning bed, douse him in alcohol, and have the homunculus lie down on top of him to prevent him from escaping.

Skeletons in the Basement
They decide to go to the second floor first to check out the “ghost,” finding the dead man and the glowing light. Holden performs a few rites for the dead farmer and puts out the continuous flame. They then check out the room below.

Due to crappy sense skill ranks, Holden can’t find the vault entrance despite his stonecunning racial trait. I rule that he can sense something is off about the foor, but it takes 20 minutes of searching by Kikkeni to find the vault entrance.  They climb in.

The first thing they check out is the skeleton by the eastern alcove. They check it out to see that a silvered greataxe is embedded in its ribcage. “The Arm of Vraath” is engraved in Dwarven runes on the axe haft, while the Silver Torch emblem is embossed on the axe blades.  At first they surmise that Vraath somehow committed suicide, but Holden says it would have been impossible for him to swing a greataxe into his own chest. A sneaking suspicion comes upon them: Vraath may have turned against his men for some reason.  Holden does a little RIP ritual on the skeleton, then Loven comes in and shoves the skeleton unceremoniously out of the way. Holden picks up the greataxe.

Loven’s player realizes he HAS NO RANKS IN OPEN LOCK. Since he leveled up, I just let him put ranks in, but he still keeps failing. Eventually he just takes 20 on each lock, taking over 3 hours to open everything. Ashie gets impatient, imbues the big chest with the spell storing item infusion, putting knock into it, and basically has the chest open itself. They claim the staff of life and the other odds and ends inside the chest. While Loven slaves over the locks until past midnight, Holden goes back to camp, wakes Jorr up, and tells him what happened.  (I forget to give the PCs the replacements for Vraath’s bastard sword and gauntlets of ogre power, though they should have picked those up.)

Ashie and Kikkeni meanwhile read Vraath’s journals, learning how he boasted of killing over 300 lycanthropes (“They weren’t all that big.”—this was supposed to imply that he massacred children, though they didn’t catch that until I explained it later), then skip to his last entry (“We were attacked. My men were torn to pieces. Those left shouldn’t find out what happened to me.”—implying he got bitten, and Kikkeni feels her suspicions were confirmed.)

The players first think that it would be a good idea to give Jorr the deed to Vraath Keep, but don’t tell him this. As they move into the barracks, Jorr points out something the players missed almost entirely: The war room. As they read Koth’s notes (Ashie and Holden know Goblin), the PCs finally realize that they’re in much deeper than they thought they were.  Jorr then sees Koth, draws his dagger, and almost kills him. Holden tells him that if he keeps Koth alive, they might have chances to kill more goblins, so Jorr leaves him alone.

They bed down in the safety of the vault and rest until the next morning.

13th Lharvion, 998 YK

Jack Bauer, Pt. 2

The PCs drag Koth back to Drellin’s Ferry, along with the map and Jorr. They immediately set up an interrogation session with the town’s leaders. At first, Norro Wiston, the town speaker, is pleased to know that they’ve cleared out Vraath Keep, but then Holden shows them the map—-translating each note into Common, writing the notes onto the map.

Norro Wiston is flustered and indecisive. He has no idea what to do, and at the moment is in denial. The PCs then turn to Koth and have him talk about this.

Interestingly enough, Holden and Loven don’t actually physically inflict any damage on Koth, and most of their attempts fail. They prefer not to use the elixirs of truth in Koth’s bag. Koth refuses to say anything about their size and what the Red Hand is, though the party has a pretty good idea that it’s a large force, able to easily raze the vale’s hamlets—Koth says that they’re only hamlets, so it won’t take much to destroy them anyway.

Ashie really knows how to push the buttons here:

Holden: How many? Infantry, cavalry, artillery?
Koth: *grins, baring teeth*
Holden: How many tribes are there?!
Koth: We are only one tribe now!
Ashie: How many are there in your tribe?
Norro: We can handle a hundred or so.
Koth: If you could handle it, you wouldn’t be asking for help!
Ashie: “So apparently, you weren’t trusted with holding the Skull Gorge Bridge.”
Koth: “They trusted me with the vanguard.”
Ashie: “So you’re only part of a larger force.”
Koth: “*nervous, seething grin*”

When Ashie finally mentions how important the Skull Gorge Bridge is to Norro, he goes ballistic (while Koth goes pale). Norro says that it’s the only source of trade for them, and that the destruction of the bridge would render the land isolated until the bridge is rebuit.

The PCs are able to learn that Koth really is only in charge of the advance party. Norro is slowly being convinced, but he refuses to mobilize his town to evacuate until he gets a number—it’s just too much trouble for a possible false alarm. Ashie’s able to make a Knowledge (History) check regarding the Ghostlord, and remembers him as a powerful caster from the goblinoid Dhakaani empire and that his contemporaries were the old Dhakaani province of Rhest (had to throw out the idea that they were an ancient human kingdom, since this area had long been under the Galifar kingdom).

Ashie also suspects that while Kharn and Saarvith sound like Goblin names, she thinks Tyrgarun and Ozzyrandion aren’t. Koth gives vague answers to this question.

In the end, they decide that they can’t do much more.  Holden turns Koth over to Jorr. Jorr says that it’s no fun killing him with him bound, but Holden warns him that untying him would allow him to cast spells.

Jorr says “This is fer mah daughter!” and plunges his dagger into Koth’s eye.

The PCs leave the deed to Vraath Keep with Soranna, and say that she could probably use it to hold the Dawn Way for a while longer; in the mean time, they were headed to Skull Gorge.  Norro agrees that if destroying the bridge is the only way to save the townsfolk, then it must be done.

They buy a few more scrolls and leave Drellin’s Ferry at about 1 pm of Day 3.  Jorr mentions the effigy tribal marker up north along the Dawn Way, they could check it out too.

“Warklegnaw”
They travel the whole day, way into the evening. At about 10 pm, they see the marker and decide to walk up the track at Jorr’s suggestion.

After two hours of walking into the night, they get to the ruined fortress and find an old human sitting by his cooking dire boar.

They spy on him, listening to his ranting, and eventually they see the bottom half of the Silver Torch tattoo on the man’s face. Holden decides to approach in a diplomatic manner, thinking that as a Silver Flame member, the man could help them. He moves without stealth into the clearing, carrying his (Vraath’s) axe in a nonthreatening gesture.

The man notices Holden’s Silver Flame symbol and goes into a rage.

Holden: The Silver Flame needs your aid.
Warklegnaw: The Silver Flame ABANDONED ME! They TURNED ON ME!

At this point he changes into his werebear form and says he just wants to be left alone, and that he wanted nothing to do with them, while breaking into coughing fits.

Holden makes a diplomacy check (“You did not kill them—the demon that holds your body did. Your soul is innocent of those crimes.”), tells him about the situation, and eventually, the werebear says that he was willing to help—if they gave him back his axe. Holden then realizes that Warklegnaw was Amery Vraath, and he offers him the weapon.

Vraath says that he may still be able to find some of his tribe—the tribe that had accepted him after he showed that he repented of slaughtering their children—and that he would be able to fight for justice again.  What he really wanted was this—a chance to redeem himself.

“I do not want to go back to Thrane. They will not accept me. They will kill me. But I will fight for justice once more. Only the Flame can judge me. I do not want to go back to the church and suffer their prejudices. Now leave me be. An old paladin has a lot to think about. To pray about.”

He offers them some food before they leave, and also says they can stay for the night. The party eats, while Loven attempts to amuse Vraath by telling him about the flying burning owlbear. His miserable façade cracks, just a bit. The party soon leaves Vraath, and continues hiking toward Skull Gorge Bridge.

They arrive at approximately 4 AM.

14th Lharvion 998 YK

Here Be Dragons

They see the bridge. And the hobgoblins. And Ozzyrandion. The party decides that it might be too late if they wait until midday (if they rested), so they decide to pull back about an hour’s walk and begin to strategize. An hour before dawn, they get back up and begin the walk back to Skull Gorge.

End of session.
DM Notes:

Continue reading

Chapter 2

Due to my brain going on Hibernate mode, I’m not able to write in a coherent manner at the moment. I’m also unable to put myself into the shoes of an alcoholic, vain dwarf. As such, I am simply going to dump the session summary of the previous session here instead of an actual story.
The Terminal
Ashie, the artificer, successfully brought the train’s berserk air elemental under control. Slowing down the train would mean the rest of the trip takes 2 hours, while keeping it at maximum speed means they arrive at the terminal in less than 30 minutes—at the risk of losing control of the train again, derailing, or smashing into the Vathirond Terminal, likely killing themselves and a lot of people in the process. Deciding to play it safe and avoid an imminent crash, Ashie slows down the train.

Kikkeni, the Kalashtar psion, having been dropped to 1 HP in the previous encounter, is healed with a wand of lesser vigor.

Knowing that the party is now riding one third of the train they’d departed Flamekeep in, and that the said remaining third of the train contains several dead crew members, the party figures out what to tell the authorities at Vathirond.  After weighing the pros and cons of lying and Holden, the dwarf Silver Flame crusader, says he’s beholden to tell the truth, and so they reluctantly agree.

The train arrives at Vathirond, and Father Larrister, the local contact, is shocked to see that only a third of the train is left. Holden quickly tells him they were attacked, and Larrister quickly calls in his guards to seal off the train before anybody tries to investigate, much to the chagrin of the House Orien personnel in the station.

Larrister brings the PCs to go to the Silver Flame diocese so he can brief them further.

At the Diocese
The PCs explain exactly what happened. Larrister is shocked, but since the PCs successfully identified the assassin as a rakshasa, Larrister explains that it wasn’t a random attack; a rakshasa who stayed in close proximity to them for hours wouldn’t have made a mistake. The attack was a deliberate assassination attempt, and the PCs have also come to this conclusion. Intrigued by the turn of events, Larrister says that they may be up against more than just a warband of hobgoblin bandits.

Larrister explains where they’re headed next: Drellin’s Ferry, a town at the forefront of a lot goblin attacks. Since the town is in the middle of nowhere (we joked that Drellin’s Ferry’s town motto is “More Nowhere than Nowhere”—there really is a town in central Breland named Nowhere, but at least the Lightning Rail system gets there. Drellin’s Ferry is over 160 miles from the nearest station.), Breland can’t really mobilize an army to meet the threat of a few random bandit attacks; said army would have to cross most of the country, and frankly, King Boranel is more concerned with the hostile Droaamite attacks on Breland’s western border than random bandit attacks in the east. The PCs have yet to make the Rakshasa-Khyber-Tiamat connection, but I expect they’ll get there by the time they get to Wyrmlord Koth. Either way, Larrister is convinced the PCs are up against more than just “random bandit attacks.”

The PCs bed down for the night in the diocese, waking up to find a House Orien coach specially chartered for Drellin’s Ferry. The coach driver/courier, Kien d’Orien, is a man of few words. Loven, the warforged scout rogue and the dwarf’s adopted brother, says the carriage reminds him too much of the boxes humans put equipment in, and declares that he wants to ride on the coach’s roof. Kien sarcastically tells him to enjoy the 160-mile ride.  Loven shuts up and sits in the carriage.

Holden also opens up a letter that Larrister slipped him as they left; the Letter talks about Amery Vraath and his failed lycanthrope-purging crusade into Elsir Vale. Vraath was nasty, bloodthirsty and altogether unlikeable, and ultimately he was killed by the lycanthropes he was hunting. There are lots of rumors about him being infected with lycanthropy himself or that his ghost haunts his old base in the Witchwood. Larrister simply asks Holden to check out Vraath Keep while he’s at it, but the old vicar himself says he never really liked the guy.

Marauders
Ah, the first encounter in the module. Kien spots the ambush for the PCs, and stops the carriage a few miles out of Drellin’s Ferry, and in a dreadfully quiet manner, tells the PCs that there’s an ambush just up ahead. The PCs get down. Kien hangs back to protect his cargo from looters, while the PCs engage.

Roll initiative.

The battle goes very, very badly for the hobgoblins. All of the archers miss their first attacks, and for the most part, miss over and over again for the entire encounter. Loven decides to sneak into the woods and carries his bag of boulders—one of the most fun low-level items for rogues, ever.

Ashie lays down a wanded entangle spell in the middle of the area, covering almost the entire map. However, since the trail down the center had no foliage, only the hobgoblins in the trees are entangled. Almost all of them fail; the only one who made the save was “hobgoblin A,” the furthest down the right side of the map.  Hobgoblin A constantly makes high saves and high attack rolls, even a couple of natural 20s. I dub him “Lucky” henceforth.

Kikkeni takes a round to get psionically focused.

Soon after, Uth-Lar the bladebearer and Zarr the cleric rush out of the farmhouse, telling the PCs to attack the spellcaster (at this point, Ashie is the only person who’s cast anything.) The two of them rush down the path with the two scorch drakes (just the hell hounds I reskinned to become bipedal lizards). The scorch drakes run at tremendous speed.

One of the scorch drakes runs past Loven, who throws a pebble from his bag of boulders. It would’ve likely been a fatal sneak attack, but unfortunately, he rolls horribly and misses. Holden, maul drawn, sets about bashing in heads on the left side of the map. He hits one hobgoblin, which he kills with a massive crit on his second turn. (x3 crit = win) With two hobgoblins dead, all but one of the archers entangled, and every single one of the hobgobins rolling badly, it looks like it’s over for them.

Zarr turns invisible; Uth-Lar runs at full tilt toward Kikkeni. Uth-Lar successfully lands an AOO on Kikkeni as she tries to slip away, while the archers keep firing at Ashie.

Kikkeni, with her 40-foot speed thanks to Speed of Thought, is able to get out of the way and shoots an electric energy bolt across the path, frying one of the scorch drakes and one of the archers. Ashie buffs herself with shield. Uth-Lar pursues Kikkeni into the forest, but as he enters he passes by Loven, who attempts to sneak him with his shortbow. The attack hits, but Uth-Lar’s uncanny dodge prevents him from getting creamed by the sneak damage.

One of the scorch drakes engages with Ashie’s  iron defender homunculus, damaging it for half its HP with a single bite. Holden charges the scorch drake with Battle Leader’s Charge, reducing it to a fine red mist. Holden: 3, Red Hand: 0.

The second wave of hobgoblins doesn’t do much better. Most of them miss consistently, although a number of solid hits land on Kikkeni and Ashie over the course of the battle, dropping them to single digits. Kikkeni responds in kind by killing almost all the second wave with one application of energy missile and then runs off into the forest.  Ashie, on the other hand, is unable to help much. A CL 1 magic missile wand really doesn’t do much. Uth-Lar pursues Kikkeni, and Holden follows.  Ashie orders her homunculus to chase down Uth-Lar as well.

Holden saves Kikkeni with Defensive Rebuke, forcing Uth-Lar to attack him. The bladebearer obliges, cursing Holden in his language (Holden knows Goblin; I translate Uth-Lar’s swearing as “Your mother has less honor than a flee-bitten centaur whore”) but his rolls are also bad. Only one of his Wolf Fang Strikes hits, and his Wall of Blades counter to parry Holden’s Mountain Hammer rolls a pathetic 3. Zarr reappears behind Holden and nails him with an inflict moderate wounds—Holden fails his first save but uses his Zealous Surge to reroll his failed will save. He takes token damage.

Loven throws another charge of his bag of boulders from concealment, this time successfully sneak attacking Zarr. The cleric takes significant damage and is left bleeding  (c/o Pathfinder Rogue talent); Ashie helps by pumping him with another shot of magic missile.

The homunculus shakes down Uth-Lar, finally dropping him to exactly 0 HP. Only Zarr and two hobgoblins—one still entangled and the other ready to piss in his pants—are left. Zarr attempts to rally the two and uses his smite on Holden, but Holden has cover thanks to the foliage. Zarr misses, and finally collapses due to blood loss. Holden makes sure he’s dead with a coup de grace.  The unentangled archer runs for the hills. The other one is stuck, and in no morale to fight any more. Loven walks up to him and executes him with an arrow to the back of the head.

I changed the treasure here. I said one of Uth-Lar’s short swords broke and replaced it with a bunch of low-level magic items that had been with the merchant whom the hobbos had ambushed earlier. Same thing with Zarr’s armor; nobody needed it, and since the town doesn’t offer much in the way of gear, I decided to scrap it.

Loot:
-one darklight (Secrets of Sarlona). A very interesting magic item that can change ambient light when imbued with psionic power. Due to simpy changing the ambient light and not emitting actual light, nobody can really pinpoint the bearer. The party finds it a very interesting item and thinks of all the various applications of the said lantern—then they see another darklight already in Kikkeni’s gear list (the character’s loot was prepared by me in an emergency due to players being unable to come). They shrug and move on.
healing belt. Without a cleric, they needed it.
restful crystal. Now the dwarf doesn’t take his armor off anymore. Ick.
-eternal wand of shield
-everlasting rations
-355 GP
-one unconscious hobgoblin marauder.

The party also hoovers the miscellaneous mundane gear and stacks it onto the carriage and ties up Uth-Lar BENEATH the carriage. They haul everything into town.

Kien delivers his goods and leaves while the PCs talk to the militia.

Tarnished Silver
Due to my re-fluffing of Amery Vraath as an unlikeable Silver Torch zealot who made life more than a little difficult for the Ferry folk during the Last War, the militia are wary of the PCs. However, desperate to have the hobgoblins dealt with, they’re let into the town.

Loven nonchalantly drags Uth-Lar toward the Old Toll House while the two girls look for an inn. They decide on the Old Bridge, which is a House Ghallanda operation—the only one for miles around.

The dwarf and the warforged start talking to Norro Wiston, and Soranna is impressed by how the PCs dealt with the ambush so easily. The women arrive just as Speaker Wiston offers a pay of 500 GP. Holden hates goblins so accepts off the bat; the others are fine with it. They tie up Uth-Lar in a cell.

Holden=Jack Bauer
Holden makes an Intimidate check as Uth-Lar comes to. Uth-Lar’s steely façade and pointed-back ears melt away—despite his+4 bonus to resist Intimidate checks, he rolls low and Holden easily makes his point by smashing a chair into powder with his maul.

Uth-Lar sings like a canary, telling the party about Wyrmlord Koth’s base in Vraath Keep, and also mentions Azarr Kul. He’s not sure of the entire horde’s command structure, and gives no certain description of Tiamat’s involvement—all the PCs know is that Tiamat is involved, since the hobgoblins keep raving about her, and that the holy symbol Zarr carried was Tiamat’s. The PCs puzzle over the title of “Wyrmlord,” but Uth-Lar doesn’t know why that title was chosen.

Holden explains to the party that the worship of Tiamat—a demon Overlord—is unheard of among goblins. The ancient goblinoid Dhakaani empire was agnostic, trusting in its own glory more than any gods; Darguun, the nation of Lhesh Haruuc, at least publicly worships the Sovereign Host in order to appear more civilized; other goblinoids in Darguun may turn to the worship of the Dark Six, the Sovereign Host’s dark brethren. An actual cult of a demon Overlord is very, very rare, as most of them are in suspended animation.

Ashie asks if there were other races involved. Uth-Lar snaps back at the artificer, saying that unlike humans, “the People” or “the Dar” have always considered themselves a single race with three different bloods (this is consistent with Eberron’s goblinoid fluff), and that humans were fools to separate them into three different races.

Uth-Lar mentions Karkilan the minotaur, but the PCs seem to gloss over this—Uth-Lar begins to get his courage back, Holden smashes Uth-Lar in the knee. Uth-Lar mentions one last important bit of information—the Red Hand is coming to slaughter the “human river village.” Ashie presses Uth-Lar some more for information, asking if the horde will continue pushing eastward past Drellin’s Ferry. Uth-Lar, his courage and adrenaline back, simply keeps raving about the Red Hand coming.

Annoyed, Holden orders Loven to shoot him “where it hurts,” but I tell him that Uth-Lar is too far gone and any further attacks would kill him. Holden then grabs Uth-Lar’s broken knee and twists it. Roaring in pain, the hobgoblin simply keeps swearing and says that he’s confident his brethren would feast on their innards, even if he were to die.

The party leaves Uth-Lar, and Soranna leans over to Ashie, saying that it was nice of them to leave the hobgoblin for them to take care of for the night. Loven hears this, turns around, and shoots Uth-Lar in the head. Soranna sighs, drags out the body herself, and orders one of her men to bury it out back. The captain tells the party that Vraath Keep wasn’t far, and that meeting up with the woodsman Jorr could help them get through the Witchwood without much trouble.

Shopping
The party visits Delora Zann, but she’s closing down for the day, so the party goes to sleep. Early the next morning, they go to Morlin Coalhewer, who accepts Holden as a fellow dwarf, and purchases the masterwork longswords and suits of mail. The party donates the rest of the gear to the town guard, much to Soranna’s delight.

The party spends the gold buying scrolls from Brother Derny, the local cleric of Dol Arrah (female Pelor to non-Eberron players, she’s one of the Sovereign Host, the predominant pantheon-based religion), and  Sertieren the Wise. Finally, they buy mounts and gear from Delora Zann, and ride off for Jorr’s place.

Jorr the Badass and Hydra Soup
Jorr greets the PCs in typical hillbilly fashion. They make their intent to explore Vraath Keep known; Jorr blows them off and tells them that it’s just “down the road, can’t miss it.” He responds a bit favorably to their flattery, but since the PCs feel they can’t trust him yet, they only speak in uncertain terms.  He responds by saying the wood isn’t that unsafe, and that while the Keep is haunted, they don’t need his help. It’s only when they mention the goblins that he perks up and offers his help.

Not long after, they arrive at the Blackwater Causeway. Jorr takes point, tells the PCs to keep watch, and leads the crossing. The PCs dismount and take the horses with them. Jorr fails his spot check and misses the Hydra completely.

“Aw hell. I dinnow there wuz a hydra here.”

Roll initiative.

Intiative goes as follows: Kikkeni, Loven, Hydra, Jorr, Ashie, Holden. Kikkeni’s Knowledge check result spooks the player; she advocates either mounting the horses and attempting to run full speed across the causeway (which would’ve made an awesome chase scene reminiscent of that one area in Metal Slug), or running back toward the town.  Holden stows his maul and draws his greatsword.

I simply tell her that the hydra will give chase, that horses can’t run at full speed with a rider, the causeway is too slippery and rickety to cross with charging horses, and that the beast will follow them all the way back to town if they ran.

Kikkeni uses inertial armor, while Loven tries to get cover and hides to snipe. The hydra takes the path of least resistance—the river. Ashie fires a ray of enfeeblement from a scroll, greatly crippling the hydra’s abilities. Its attack bonus is down to +5, and its bites no longer had their damage bonus. Jorr Rapid Shots, hitting both times. Holden scrambles straight into the path of the monster as it swims up the river to where the causeway crosses the deep water.

Kikkeni opens fire with her energy bolt, but rolls low. To make matters worse, hydras have good reflex saves despite their size, and takes very little damage. All its heads are intact. Loven sneaks the hydra with his bow, dealing a good amount of damage. The hydra moves in to attack Holden, using its superior reach to savage him with bites. Only one hits, and deals a pathetic 4 damage. Jorr keeps the arrows pumping, dealing 7 more damage. Ashie fires a magic missile from her wand, dealing 2 damage.  Holden pulls out a blast disk, sets it to “Proximity,” and plants it in the bridge.

Turn 3. Kikkeni blasts again, searing off a head. Loven sees what his brother is doing, and makes a run for it, climbing back over the causeway to the side opposite the hydra. The hydra stays put, attacks Holden with everything, and misses all but one bite. Again.  Jorr goes “What th’ hell are ye doin’? KEEP SHOOTIN’!” and stays on the bridge. One more Rapid Shot: 17 damage. Ashie makes a run  for it, jumping into the bog on the east side of the causeway, and Holden makes a run for it, ducking under the hydra’s would-have-been devastating sextuple AOO (none of it hit), and jumps into the bayou as well.

Turn 4. Kikkeni blasts yet again. A second head comes off, dealing damage to the beast’s body. Loven is already off and running away. The hydra takes the bait and steps right into the [I]blast disk[/I]’s range. [B]BOOM.[/B]

The bridge is sheared off its posts and falls into the water on the far end.  Unfortunately the hydra makes its save again. It does take enough area damage to shear off another head, though. Jorr almost falls, but manages to stay up—and keeps shooting. “I hope that wasn’t the  only one ya got, because it’s still COMING!” Another Rapid Shot and the hydra’s HP is down to 26. Holden swears at his failed plan, stomps back toward the hydra and plunges his greatsword into the body.

And rolls a 20.

And confirms with a 17.

The hydra’s heart bursts under the impact of 28 damage, and the whole thing collapses into the water.

End of session.

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