28. oktober 2008

16th session

As it turns out, the hobgoblin is not their buyer. The drows tell him off, citing that the heroes have already been sold to someone else. Shortly after, a mindflayer arrive and "talk" with the drows, but he also leaves without taking along the friends. A bit later, a dwarf arrives, and as it turns out, he is their new owner. He is simply called the Arena Master, and for a good reason. The heroes have been bought for the Heroic Battles, a series of fights viewed by a lot of people via magic.

The heroes are brought to the training grounds, and given a cell. The Arena Master informs them that they will be fighting for him in the coming games. If they try to flee, he will have them killed. If they surrender during the fights, he will have them killed. If they lose, he will sell them to the duergar.

Sonday 9th Yuny-Freeday 14 Yuny, Year XYZ
A weeks worth of training with no significant events. The heroes are given some basic gear, that will have to be returned after the games. They are however also promised some hefty prices, should they win.

Lordday 15th Yuny, Year XYZ
Finally the day of the qualifiers has arrived. The heroes are to fight 4 different teams in a row, with little more than short breaks in between, just enough to catch one's breath.

First Fight is against a gnoll hunter, his dire boar and his demonic eagles. It is fought in a circular arena with nasty spikes on the walls.
Second Fight is against some humanoids (kobold, hobgoblin, bugbears), in an arena filled with small 10' tall "buildings". Shortly after entering the arena, it starts to get flooded with boiling water. At the end, the only place to be is on top of the "buildings". The water proved a problem, especially for Carric who fell in and almost died from it.
Third Fight is against a host of demons, who just poured in and charged the heroes. No big problems here.

15. oktober 2008

Interlude (Carric's perspective)

Torsday 29th Mey - Lordday 8th Yuny, Year XYZ
As you awaken, still sore from where the rapier had slammed into your head, you try to orientate yourself in the near pitch darkness. Near you, you can hear the regular breathing of two of your companions.

"Ah, the elf is awake" The drow speaks with an odd elvish accent, unlike any you have ever heard before. Then again, you have never spoken with a drow before, so maybe this is just how they speak elvish.

Zarush! A magic word, and a glowing ball of light appears out of nowhere, resting a few inches above the hand of one of the drow warriors. He and the other drows are resting comfortably against a cavern wall. A few feet away from you, your companions Truxas and Tagron lie. Both are wearing manacles behind their back, just as you are. All three of you have been stripped of any significant item, leaving you all to wear little both your common clothes. Truxas is looking positively horrified, as if he had seen a ghost. You look around for Valmer, your fellow Kord-believer, but can't see him anywhere. As he is reading your mind, Tagron whispers, with a hint of desperation to his voice. "They ate him. The fucking bastards ate him!". A thousand thoughts fly to your head. Eat? Cannibals? Drow? None of this makes any sense. The drow, while inherently evil, would never, as far as you know, eat another living being, dead or not. Some things are definitely different in this new world.

Your musings are quickly interrupted. One of the drows jumps to his feet and approaches you and your friends quickly. He kneels down next to you and bends over, whispering in your ear: "My name is Dra'kal, and I do not like your kind". As he rises up and seems to walk away, he swirls around, planting his boot in your ribs. The pain jolts through your body, and you can hear ribs crack. "The elf is mine" he says, looking at the other two warriors; "anyone touches him, and he will have to deal with me".

The rest of the night passes without further incidents.

The next day, the three of you are dragged towards your destination, which seems to be a place called the Seven-Pillared Hall, if what the drows say is true. At some point, the drows made halt, and one of them headed alone towards what you can only assume to be the Seven-Pillared Hall. A few hours later, he returned, and it became apparent that they were planning on selling you and your friends to someone called Krakor. Unfortunately, he was off doing business with some duegar, and wouldn't be back for 4 or 5 days.

The female (called Mistress Melina) soon pulled out all your magic items, along with those of your friends, and began to disenchant them all, ending up with a nice pile of residuum. "You won't need these ever again". "In the arena, such things are not allowed". "Maybe we can hurry back and watch you three battle and die."Then again, maybe you will prove too weak, and die in the preliminary battles". Odd comments, which left you and your friends cold and chilly. When asked what she meant, all Truxas got a was boot to his head.

During all of the day, Dra'kal just sat there, watching you like a hawk.

At night, the nightmare started. Just as you were finally falling asleep on the rocks, trying to think of the beautiful woods, Dra'kal leapt forward, yanking back your head, with a firm grip on your hair. "It seems it will be a while until our roads part ways. While I am not allowed to kill you, why not have some fun. He pulled out a 5-headed whip with sharp metal bits attached and proceeded to whip you till you passed out from the pain. A wineskin of cold water awoke you after a bit of rest, but you couldn't tell how long it had been. It didn't really matter, because Dra'kal just kept pounding away on your back, your chest, even at your face, until you passed out. For 3 days and 3 nights the merciless beatings went on. "Beg for mercy elf, beg like the groweling creature that you are.." At the end, you could no longer scream, you could no longer talk. Everything was swollen and you could barely see anything. The wounds made it impossible to sleep most of the time, and when you finally gave in and drifted away, you were awoken by more beatings. But you never begged for mercy. At the end, the only thing keeping you alive was the mental picture of your god, Kord. He was saying "Be Strong my child", over and over again. Maybe it was only a delusion brought on by the pain, but none the less, it kept you from giving up and letting go.

Then, on the fourth morning, Dra'kal was told to stop, so that it wouldn't ruin the deal. After that, you were left alone for a couple of days, most of which time you spent sleeping. Then, on the 7th day, as the drows were getting ready to head into the Seven-Pillared Hall, Dra'kal came up behind you, and you heard the sound of his dagger being drawn. "In a few, you will be out of my reach elfling… While you will probably not have long to live, I do not want you to forget me". You felt he grabbed your hand, and then the pain flooded through you, like a river released from a dam. "I will keep this, to remind of how much fun we have had, elf. You should have begged for mercy", Dra'kal said, holding up your left hand little-finger.

You and your friends were hooded, and then pushed along. A few hours later, the hoods are removed, and you realize that you are standing on an auction-block. Next to you are several other humanoids of various races, all chained just like you have been. The room is rather large, with several other auction-blocks. A plethora of buyers walk back and forth out of on the main floor, talking, haggling and observing the slaves.

A hobgoblin is approaching the drows, pouch of gold in hand.

14. oktober 2008

15th session

Freeday 23th Mey Year XYZ
A relaxing day, that Carric spent making an item for Truxas and a rapier for Tagron. Meanwhile, they did some inquiries concerning the Monks of the Iron Fist, but all they could find out was what they already knew. Back on Ghalton, the Iron Fist (not Monks of...) was a brutal slave organization. Also, they heard that the werewolf that had been loose in Drahar had been caught or rather killed, by another group of adventures. As the werewolf, who turned out to be a local noble called Xavier Whitecrest, had killed the daughter of one of the wealthier merchants (Magnus McGregor), the adventurers had been awarded a town house for their efforts.

The mention of another band of adventurers spurned the debate: Should the heroes get a name for their little enterprise? Carric's Angels, Kord's Avengers and Scourge of the Slavers were all suggested, but at the end, they decided to think about it for a bit.

Lordday 24th Mey Year XYZ
The heroes left Drahar, heading east for Castle Whiterock.

Sonday 25th Mey Year XYZ
Carric wakes up with a nasty fever. Later the same day, they stumble over a small elven village that has been sacked by what looks to be gnolls, and there is trace after some very bloody demonic rituals. No trace of dead though, elves or gnolls, and the only survivor they find is a young elven boy of around 10 years of age. He does tell them that the gnolls were lead by a very large gnoll (8'-10' tall) wielding a 3-headed flail. Carric decides to bring the young elf with him, in hope of maybe finding his parents.

Mansday 26th Mey Year XYZ
Carric wakes up and feels just fine after a day with the fever. As they progress through the jungle, they are first ambushed by a handful of kobolds using snare traps to catch them and later some orcs, but this times our heroes are the ambushers. Both fights were over before they were started (almost).

Tirsday 27th Mey Year XYZ
As they get nearer Castle Whiterock, they notice that the tracks of the gnolls, which they have been following, do not head to Castle Whiterock, but instead into the Thunderspire Mountains. They chose to follow the tracks. When they wake up, it seems that the rest have caught the jungle fever as well. Maybe Carric infected them? Anyway, after following a canyon, they arrive to a cave entrance, with a 90' Minotaur statue standing in front and around it (cave entrance is between the legs of the Minotaur). They go in, into the darkness...

Not long after entering the cave, it splits into 7 passages. No tracking and no listening can help them determine which way the gnolls went. Our heroes decide to head right at all times. That passage heads down. After some hours, they make rest in a small cave with an underground lake. Carric tends to the others, who are sick.

Onsday 28th Mey Year XYZ
When they wake up, Carric's tending has all cured them of their jungle fever. They press forwards (or rahter downwards) using a new ritual Carric has, Darklight. After a long, long day's walk, they make rest under the protective blanket of the ritual. Unfortunately for them, 4 dark elves arrive, and see them. They are told to surrender, but chose to fight. Valmer dies, but the rest are captured.

7. oktober 2008

14th session

Freeday 2nd Mey Year XYZ
Having just defeated the 3 witches, our heroes decided to return to the lizards of Zurix' village and announce the great deed. They were well received, and they participated in the ritual burning of Grok, as well as in a party, hosted in their honor.

Lordday 3rd Mey Year XYZ
The following day, they left for Drahar.

Back in Drahar, they tracked down Garak at The Hideout, a house of pleasure not far from where they had been hidden. There they got some fun (or at least Valmer did) and once they got in touch with Garak, they found out that the charges against them had been dropped, so they weren't wanted anymore. He was very grateful for their help, but didn't want to take credit for participating in removing the hold the witches had over Jensson. He thought that might be dangerous, since Aelondir, the eladrin who is in charge of the Green Whelps, might take such a claim as a declaration of guild war, and the Sticks were definitely not ready for a guildwar against the Green Whelps.

When confronting Jensson with what had happened, he merely played dumb, and acted as if nothing had changed. Our heroes did however find out that there was a warrant out for Durnam, and in order to collect it, you would have to be an officially sanctioned bounty hunter.

Back at the Black Raven Inn, Valmer told the story of the 3 witches and the temple to Abraxis. They soon noticed that Zeke, who was sitting at his table as usual, was very interested. Valmer, who previously had bonded a bit with Zeke over a good brew, invited him over, and soon enough, our heroes had sold their services to Zeke. They were to lead him out to the swamp, to the church/temple, and he would get all scriptures and other stuff, that had his interest.

Sonday 4th Mey Year XYZ
The next day, our heroes bribed their way in to talk to Magister Rudolph, the magister who runs the Night Ward. While he wouldn't sanction them right away, he did find it interesting that they had made peaceful contact with the lizards, and their idea to make a deal with them, to stop them from raiding the various merchant houses whose merchants came too close to the swamp.

Mansday 5th Mey Year XYZ
The next day, it was once again back to the swamp. This time, the heroes avoided the lizards, and headed straight for the rock, or rather the church, which was there, just as they had left it, or rather, almost just as they had left it. As Zeke immediately started sketching as he arrived (after remarking that it was a church of the Keeper, one of several local evil gods), our heroes decided to check out the library books again. There Valmer found a book on rituals pertaining the Keeper, while the other two were reading. Then Valmer proceeded to find a secret door, behind the shelves.

Down they went, and way under the church, they found large set of copper doors, filled with religious symbols and a scripture. The symbols indicated that this was a grave. By the help of rituals (and Zeke), they found out it said:

Here lies Alexander Zorich, Exarch of the Keeper. Disturb his rest and suffer the consequences..

From the books, they learned a bit about Alexander Zorich. In the year 475 (but when was this?) The Tiefling Empire of Bael Turath was stretching all the way to this area (where the swamp and church is). Alexander Zorich was a paladin of the Keeper, and in charge of this province. From the books, it was apparent that many people must have lived here. Then, in 475, disaster struck. A magical explosion of unimaginable proportions took place in the heart of Bael Turath, the capital of the empire. Not only did most of the noble families die, but the explosion shook the world, destroying and changing continents. The explosion also ripped a hole in the fabric of reality, causing the fey energies of the Feywild to spill out into this world, causing woods, mountains, hills, swamps and other wild areas to grow and multiply, destroying entire civilizations in mere years. As the changes took place, Alexander and the other clerics of the Keeper grew increasingly desperate. Alexander personally collected 3000 children from the cities around, and brought them to the church. For days and nights, he sacrifized them to the Keeper, in order to appease him, and maybe save Alexander from the doom that inevitably seemed to come.

Ultimately, it was decided to try to disarm the trap that Tagron had found, and peak inside. However, that didn't go too well. Tagron failed to disarm it, and a trapdoor opened beneath his feet, hurling him 60' down, to his death. Or almost. Zeke managed to levitate down to him (25% chance!), before he slipped completely into the realms of shadows and administered him a healing potion. Carric and Valmer got them up afterwards.

Eventually, Tagron did manage to disarm the trap, and pick the lock. Inside was a tomb, with a sarcophagus, with the relief of a tiefling holding a nasty looking great axe on top of it.

Tirsday 6th Mey Year XYZ
Now, what to do. Our heroes decided to think about things, read some more in the books, before venturing in and picking of the casket. Valmer and Tagron left for the Zurix village, in order to try to negotiate something with Gorix. That proved fairly easy, and soon they were on the way back to the church. The plan was to have Gorix meet with magister Rudolph outside of the swamp, in a few days.

While they were gone, Carric was studying books with Zeke. A few hours earlier, Carric had cast animal messenger, and sent a message back to Trevor, his mentor, regarding what they had found below the church. As they were sitting there reading, Carric suddenly got a sending from Trevor.

Come back ASAP. Do not trust Zeke, he is very very dangerous!

At the same time, Zeke decided to go down and look at the tomb once again. Carric declined to go with him, and instead snuck after to check if he was opening the lid. But he didn't. Instead, Valmer and Tagron returned. Carric told them of the message, and it was decided to head back to Drahar, citing the lack of things to do at the church, to Zeke.

Once they got back to Drahar, they quickly met up with Trevor, to hear what he had to say, as well as to stuck up on healing potions. Carric was told that high priest was very pleased with his performance so far, especially concerning the whole incident in Dranar Hold. Speaking of which, they were a bit worried. The demon whose print had been found, was definitely a big one. Problem is, no one had reported anything about demon activity, which is odd, since only extremely intelligent and thus dangerous demons could control their urge to rampage and destroy everything in their path. But maybe it was after all just a weak demon, and maybe someone had killed it.

Anyway, Trevor told our heroes that Zeke was not to be trusted. People he brought with him on adventures had a habit of not showing up ever again. They had no proof, but suspected he was offing them in order to guard his secrets, or whatever else was found on these trips. Also, because of his seemingly uncanny ability to find secrets, and not share them, he was at odds with the Ancients, a guild of sages, who usually cooperated with the city council.

It was decided that the church of Kord would send some people to the church. But it would take some days to find those people, so the heroes should head back and stall for time. They opted to bring a sage from the Ancients, in order to maybe be able to figure out if Zeke was BS'ing constantly.

Onsday 7th Mey Year XYZ
On the way back, Valmer mentioned that there really was no hurry, since it was not like Zeke could make the whole church disappear. But 'lo and behold, when they arrived at the rock, the church was gone, with no trace it had ever been there. Some rituals and talk later, it was figured out that the church probably had gone to the Feywild. It might fit with the full moon the night before, mused Valmer.

Lordday 10th Mey Year XYZ
After waiting a couple of days with no result, the sage headed home. The heroes headed to the lizardman village, and helped set up a trade and peace agreement between the lizardmen and magister Rudolph. After that, they returned to the rock, and stayed about a week. But still no sign of the church. It was decided to return to Drahar, and investigate some more.

Sonday 18th Mey Year XYZ
Meanwhile, because of what they did for Drahar, their status as official bounty hunters had gone through in no time at all. This was an opportunity that was too good to be true. They quickly found out where Durnam was hiding, and stalked him for a couple of days. At an opportune moment, they ambushed him and his goons, and beat them into submission, for sweet revenge and a decent reward.