27. maj 2009

41st session

After picking up Targron and Torn at the Mansion, the Swords headed back to the mine in order to find out more about the Far Realm rift. Once there, Torn analyzed the portal, and came to the conclusion that it was indeed a portal, and it probably didn't lead to the Far Realm. He also concluded that marble was needed to activate the portal. Alas, no further information could be figured out.

At the end, Torn got impatient, picked up some marble, and jumped through the rift. The others soon followed

Day 1
They found themselves in a cave with no lights. Heading out through a tunnel they found, they heard the sound of bats. Torn investigated a small tunnel, and soon they were assailed by swarms of stirges, cockroaches and a huge nasty spider. The denizens of the tunnels however proved no match for the heroes of Drahar, and soon they all lay dead.

The Swords followed the tunnel, and soon found themselves in a jungle. Plenty of theories flew through their heads. Targron climbed up to the top of a huge tree, and observed that they were in a valley, surrounded by mountain walls on all side and filled with a jungle. He also noticed two columns of smoke, one about 3 miles to the north-west, another much farther to the north.

The Swords decided to head towards the nearest column. On the way there, they crossed what looked like the trail of a big creature. They decided to follow the trail and see what it was. Suddenly a huge lizard on two legs with a even bigger mouth (T-rex) came crashing through the trees towards them, and battle started. It was a hard fight, but in the end, the enormous creature still died. But as the body fell to the ground, and Torn started musing over what he knew about such creatures in Draegor, another came crashing out the jungle. This time the Swords of Drahar were not so lucky. Torn managed to kill Gnoguh and in the end, they all died. One by one, they were eaten by the oversized lizard.

Day 2
They awoke in darkness. As it turns out, it was a smaller cave in the cave system they had arrived in originally. Perplexed by the fact that they were alive and fairly unharmed (although slightly weakened), they decided it was probably Kord who had saved them. Although some did theorize that perhaps they had arrived into a demiplane with some sort of renewal process (Think Groundhog Day).

They left the cave and headed towards the smoke again. This time, they made sure to only cross the trails, and not to stay on them. After about an hour, they found a small camp, with two halflings. One (Hunter) was a old halfling with clean shaven head and a spear. The other (Darik) was young, with rasta-hair, and spends most of the time with a stick in the ground, mumbling incomprehensible things and poking the earth.

A few hours with the halflings gave the Swords some information.
  • The halflings come from a small village a couple of days ride to the west, called Sarvrin.
  • The valley they are in is called the Valley of Tiamat.
  • Arkhosia, the capital of the dragonborns, is located about 2 weeks to the east.
  • The current time is around 1500 years before the Swords were even born.
  • Hunter has never heard of tieflings, as they are not created for another 1000 years.
  • The two halflings, who are brothers, are on their way to Arkhosia.
  • Darik has been weird most of the day.
  • Gnoguh and Carric both think that Darik has gone insane.
  • The halflings haven't run into the T-rex's yet.
After some talk, Carric convinced Hunter that he could help Darik. He started to cast a ritual that would heal Darik of his insanity, but unfortunately, it turned out that whatever was affecting him was so powerful that there would be a good chance of killing him, if Carric tried to cure him.

As they all sat around the fire, talking and sharing food, suddenly everything went dark.

Day 3
Yet again, they woke up in the cave. Still weak after having been killed, they decided to check out what the other fire was. Phantom Steed was soon summoned, and the Swords headed north at a lightning pace (normal travel through the thick jungle was pretty slow otherwise). North they went, passing by a big lake and finally arriving at a village with a tall pallisade around it. The palisade was guarded by large rather primitive-looking humanoids (Goliaths). The Swords quickly made themselves known to the Goliaths, and a procession of 30 or so came out and greeted them. Their spokesperson (Urgosh) turned out to speak common, although the rest them communicated in Giant. From the discussion, they found out of several things.

  • The goliaths came down from the mountains about 3 generations ago, and live here in peace? with the dragonmen.
  • The dragonmen - or rather dragonborn, run the valley from a temple to the East, a temple to Tiamat, an exarch of the Devourer.
  • To the south and west are some ruins, where evil resides. Mutated Dragonborn (tentacles and all that) infest them now.
There was much debate after that acquired info. Proceed to the temple, or the ruins. At the end, they decided to check out the ruins. Casting Phantom Steed, they headed south and west, towards the swamp and the ruins. They arrived on a hilltop, within sight range of the ruins, just in time to see about 200 mutated dragonborn gather around in military formations, only to be lead through a portal by a beholder!

As they left, the Swords investigated the ruins, and much to their surprise, they found


50.000 gp

Symbol of Censure (AV 87)

Your faith transforms this mundane-looking holy symbol into a mesmerizing beacon that distracts your enemy.

Level: 19
Price: 105000 gp
Implement (Holy Symbol)
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage
Property: On a critical hit the target is dazed until the start of you next turn.

Power (Daily): Free Action. Use this power when you hit with an attack using this holy symbol. The target is dazed until the start of your next turn.


Wildleaf Armor (AV 55)

Fashioned by elves from fallen leaves, these suits of armor are favored by rangers and rogues who patrol the wilderness.

Level: 17
Price: 65000 gp
Armor: Cloth, Leather, Hide
Enhancement: +4 AC

Property: You ignore difficult terrain while outdoors.


War Ring

This steel band, emblazoned with a stylized sword, makes your attacks even more lethal.

Level: 16
Price: 45000 gp
Item Slot: Ring

Property: When you score a critical hit, deal 1 extra die of critical hit damage, based on the weapon or implement you wield. If your weapon or implement deals no extra damage when you score a critical hit, deal an extra 1d6 damage when you score a critical hit.

Power (Daily): Free Action. Use this power when you score a critical hit with a weapon or implement. Add 2 extra dice of critical hit damage based on the weapon or implement. If your weapon or implement deals no extra damage when you score a critical hit, deal an extra 2d6 damage when you score a critical hit.
If you’ve reached at least one milestone today, instead of rolling the extra dice of critical hit damage, deal extra damage equal to the maximum value of those dice.

Then all went black....



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