A Garden of War

Trouble on the Topside
Campaign: A Garden of War

TroubleontheTopside.jpg

The 30th Mace of Summer’s Rising

  • An hour before the midnight toast, the party arrives at the Ferini estate, location of the solstice party the Shadow Blade had planed to attend.
  • Though the groups names weren’t on the guest list, Lirah’s was. While she talked to the doorman attempting to convince him to allow her friends in, a servant of the estate walked up in recognition of her, whispered in the doorman’s ear, and the group was allowed to enter. Obviously this servant believed her to be the Shadow Blade, as she had presented her invitation, and wore her garb.
  • After a brief mingling, that same servant walked behind Lirah, whispering to her that “everything is in place, we await your command”. Lirah simply nodded, not entirely knowing what the plan was, but not wanting to alert them to her true identity.
  • Sarien performed magic tricks for party goers, and Asgrim wove tales of heroism. With their outlandish dress and learned mannerisms, they seemed to fit in well. Where they didn’t fit in, they stood out and embraced it, telling of foreign lands and far off lords and barons.
  • As the time approached, the gathering moved through the estate to the rear grounds, where an impressive private pool poured into the lake at the center of the Topside. The border of the lake had hundreds of such garrish estates, many of which holding similar parties. The grounds were decorated with incredibly carved topiary creatures.
  • Passing to the back yard Lirah was struck with a feeling of familiarity. She has been in this estate before. She knew it once it was the house from her childhood. Could it be that the lord of the house was still the same man from those years ago? The one who killed her mother.
  • Just as Rohmanar the Loremaster gave his toast, Cahal recognized the gardener tending to the topiaries; it was the same gardener from Don Carza’s estate. He must have been a syndicate spy! At the same time, Lirah recognized her mothers murderer; Lord Ferini with the telltale tattoo on his back being visible as he swam in the pool.
  • Suddenly screams erupted from the pool, as the water from the fountain turned a caustic green. It appeared that the fountains now pumped acid instead of water. Beyond the walls of the estate, other citizens screamed as the acid burned anyone unfortunate enough to come into contact with it.
  • Around the yard, syndicate thugs dressed as servants sprang into action, attacking the house guards. The topiary beasts animated and began mauling party goers. Lord Ferini, burned from the acid, ran from the pool and into Lirah’s blade. She finally had her revenge, and she whispered her hatred into his ear as he bled out at the poolside. The rest of the party fought to fend off topiary tigers and syndicate spies, eventually ending the fight on top.
  • Cahal moved to Rohmanar and tried to insist that they needed to leave immediately. After the loremaster insisted in an explanation several times, Cahal reached into his bag and carefully showed Rohmanar the Cube. The loremaster’s face went white, then he sprang into action. Rohmanar asked the party to follow him from the estate. They made haste around the city then eventually across the dyke to the castle at the city’s center. The Royal loremaster had no problem getting the party inside of the castle grounds, and he quickly ushered them deep under the keep, where his library awaited.
Creature Name CR XP # XP
Alchemical Gardener 6 2,400 1 2,400
Firebreather 6 2,400 6 2,400
Syndicate soldiers 6 2,400 6 14,400
Topiary Creations 8 4,800 8 38,400
Putting to rest, the ghosts of the past (Lirah’s Revenge) 10,000
Subtotal 67,600 / 6
Total 11,266xp
View
Passing through Heaven's Gate
Campaign: A Garden of War

HeavensGate.jpg

The 27th Mace of Summer’s Rising

  • Having been alerted to the presence of Denegroth, the party chose to change lodgings, not wanting another run-in with the wizard. He had the upper hand if he knew they were here and where they were lodging. Lirah suggested they stay with Don Carza, “His mansion is likely the safest place in all the Driftdowns, from unwanted scrying or otherwise”. The group agreed this was the best course of action, paid off their tabs at the Siren’s Call, thanked Snowi and Tevrius, and hustled to the Don’s estate. They wove a back-and-forth path through the piers and split up in hopes of shaking any potential tail. Once back at the Carza estate, the Don was more than happy to afford his new business partners rooms, he was afterall, in their debt so to speak.

The 28th Mace of Summer’s Rising

  • The following day the group began their intense and expedited training of Topside laws, mannerisms, and etiquette. With the Don’s resources at their disposal, Lirah hired the most talented tailors and forgers in the city. Together they came up with a cover, the reason for their business on the topside; they were a group of elite traveling entertainers. Asgrim would weave tales, Sarien would perform parlour tricks, and so on. They decided to stay as true to the truth as possible however, and chose to maintain their identities and backgrounds.
  • While the party trained, “The Tickler” extracted answers from the syndicate thugs the group detained, as well as Enric Ensada, Don Carza’s rat, a backstabbing member of The Sevens revealed by the party’s help.

The 30th Mace of Summer’s Rising

  • It wasn’t until the hour of the wolf on the Last Mace that Ensada spilled his secrets to The Tickler. The information was immediately relayed to the party and Don Carza. The group had spent the last two days training while they waited for answers, and were now as ready as they were going to be for the trip topside.
  • According to The Tickler’s new friend, The Shadow Blade’s ultimate plot was to maim and kill as many Topsiders as possible with some sort of automated acid bomb device. Although the exact location of the device was unknown to the interrogatee, he knew the plan was to deliver the acid via the waterworks at the core of The Heart. Asgrim recalled an earlier conversation with Tevrius at the Siren’s Call tavern. Tevrius had explained that The Heart was engineered by a Furyforge Dwarf. Whether he lived still, and if he was still in The Driftdowns had yet to be learned. Knowing this, Lirah put to work Don Carza’s network, and after a few hours the dwarf had been found. He could be found drinking his sorrows away at The Sea-King’s Castle.
  • With that info in hand, and the summer solstice at midnight tonight, the group moved into action. The made their way to The Sea-King’s Castle, a massive tavern apparently shaped from sea coral. The whitebeard Marblewright was exactly where he was said to be found, leaning heavily on the bar, with several empty tankards in front of him. Asgrim spearhearded the discussion and talked to the old dwarf for some time, bonding on their shared heritage as Furyforge dwarves. Asgrim learned that it Marblewright had been sent on a diplomatic mission to The Brineshell to aid in the construction of The Heart. In it’s early construction, The Heart was toted as a savior to the city; a bridge to connect the gap between two worlds. Not only would it function as a lift and foundery, employing many of the poor below, but it would also contain a magical water purifier, blessed by Cardinal Dionis, Vicar of Litoralies. Madden’s sister Marge had forged the purifier in the Furyforge, Madden travelled with it and see to it’s installation, along with the other waterworks involved in The Heart’s operation.
  • For fear of being overheard, Asgrim wished to seek a more private place for conversation, Madden mentioned that he lived nearby, and warmly (although drunkenly) invited his “brother-in-beards” to his quarters. Marblewright seemed to be oblivious to the rest of the party, which hung back, allowing the dwarves to bond without their presence. Once the dwarves left the tavern, the party followed not far behind. The old dwarf led them to the Driftdowns neighborhood known as Sailor’s Sleep, called such for the waters nearby have become the dumpsight for the bodies of the murdered and forgotten of the Driftdowns. Nearby, priests of Yevora readied several bodies for disposal by bathing them and tying large stones around their ankles to sink them.
  • Rounding several corners the dwarves made down a back alley to Madden’s apartment. It was small and in disarray, the walls lined with makeshift shelves holding scroll upon scroll. Asgrim inquired of them and Madden explained that it was the body of his life’s work as a hydro-engineer. Asgrim was astounded by the size of the collection. Despite it’s apparent haphazardness, Madden knew precisely where each scroll was, unrolling several and explaining them briefly to the dwarf. It was entirely boring and time was of the essence, so Asgrim interrupted, bluntly informing Madden of the acid-bomb threat, and asking where such a device would have to be placed in order to function as intended.
  • Half-way up the heart, was where the purifier was installed. This was also where the massive waterclock and calendar was that the party saw earlier, turning endlessly along the spire of The Heart. The bomb would have to be installed above the purifier, lest the acid be neutralized by the blessed artifact. Either that, or it had been bypassed or somehow disabled. It seemed the party’s information on the matter would be informed speculation at best.
  • Marblewright was crushed by the news. He carried a tremendous burden in knowing he helped to construct the monstrosity that The Heart had become. His family’s final legacy was the purifier, and now its use would come into question. Asgrim saw the old dwarfs hope fading, so he assured him to fear not! “We will disable this bomb if we can, I have powerful friends who will help. We may or may not succeed at this as the hour is late, but I will assure you of one thing, from here our path wanders, but I have vowed to return to, and reclaim The Furyforge for our people. We will need people like you there brother, help us take our homeland back!” Asgrim’s power of oration was obvious, and he moved the old dwarf to tears of joy. Marblewright stood, embraced Asgrim, then turned to rummage through his scrolls. Far in the back, and buried beneath piles of papyrus, Madden withdrew an impressive leather scroll case. “Then you’ll need this” he said, handing it to Asgrim. “The citadel was flooded. The bastards used our greatest achievement against us. You’ll need to know the waterworks if you hope to reclaim the city.”
  • Asgrim unfolded the scroll to reveal the blueprints of The Furyforge. Their detail and accuracy were incredible! It dawned on him that this was the first time he had ever “seen” The Furyforge, his lost homeland. As far as Marblewright new, it was the only map of it’s kind in existence. All of the citadel’s blueprints were stored in the royal vault deep within the mountain, and had been lost in the Goblin War. Madden had secretly drafted one to keep for himself, as his collection was his greatest pride. Asgrim accepted the scroll with all the reverence due to the situation. He re-swore his oath to reclaim the Furyforge, gave a strong dwarven handshake to the old engineer, and stepped from the apartment and back to the party. The group returned to the Carza estate before discussing the new information, and their next move.
  • Asgrim explained everything he had learned from the old dwarf to the group. They deliberated heatedly over the best course of action, and ultimately decided that the threat of the cube they carried, the return of Denegroth, and the path to Heaven’s Gate on the horizon, they couldn’t afford to entangle themselves in the plot between the Shadow Syndicate and The Seven’s. That said, the group still intended to visit the summer solstice party.
  • Armed with Lirah’s training, the party made their way to The Heart, to use the lift that would deliver them to the topside. The guards at the bottom of the lift, although naturally suspicious, allowed the party to pass after being showed documentation, and in witnessing their mannerisms and dress, let the group onto the lift.
  • While on the lift Taranath overheard several studious looking fellows discussing their interest in the very solstice party our adventurers had planned to crash. It seemed that luck was finally with the group, as they further discussed their excitement over getting to mingle with Rohmanar the Knowing; apparently he was slated to usher in the new season by giving a speech on history and the passing of time. If they hadn’t already planned to attend the solstice party, they certainly couldn’t afford to miss it now.
  • The lift passed to the Topside, where the brightness of daylight and the cleanliness of the air stuck the group immediately. They had spent half of a ten-day in the cave-like Driftdowns, where muttled greys and browns were all the color to be seen, and where the majority of light was provided by torch and lantern. Even here before the Heaven’s Gate the group was stuck by the immediate juxtaposition. The party awaited eagerly as the line moved slowly.
  • At the top of Heaven’s Gate stood an silent yet intimidating figure, a judge of Oldar. Their information proved true, as the judge appeared to be wearing “Eyes of Oldar”, a magic detecting helm that had no eye slots for normal vision, but rather a solid face. Finally the adventurers made it to the front of the line where Asgrim first passed through the gate, though not after a line of questioning. It appeared that the topside guards worked with much more scrutiny than their Driftdown companions. Still Asgrim’s trained tongue waved and he was allowed to pass without too much incident. Sarien and Cyric had more trouble, and Asgrim had to aid them from beyond the gate, lying for them where they needed help. They too were allowed to pass. Taranath however, had little such luck. He raised enough suspicion of the guards that the judge was summoned from the ramparts. The judge was stern, harsh, and stoic as he drilled Taranath. The judge ordered Asgrim to hold his tongue when the dwarf tried to chime in, threatening to kick them off the topside if he did not comply. The judge ultimately allowed Taranath to pass, but not after asking him where their group planned to stay, (with Lady Aldepine) and informing them that he would be checking up on them personally. Meanwhile, Cahal flew on a lone mission to bring the cube to the Topside. Knowing the judge would be able to detect the artifact, the druid chose an unassuming bird-form and flew the cube to the top, and met the party a street down from the gate.
  • With a sigh of relief, the party had made it through the gate at last, and now strolled down the pearly streets of the Brineshell’s Topside. The opulence of the place was always present, as valuable wares were hocked on street corners by the classiest merchants in the Southern Kingdoms. The aristocracy toted flamboyant hats, wild colors, glittering jewelry, and a total ignorance of those toiling beneath them.
  • The party headed to the estate of Lady Aldepine Gantry, whom the party had saved days earlier. She had welcomed them to her house out of formality, though her invitation was clearly not intended to be seen through. A knock on her door brought a butler, who summoned Lady Aldepine. She was absolutely shocked to see her savior’s standing before her. Not only because she had likely figured them unworthy of Topside travel, but because they now wore foppish clothing to blend in with the Topside elite. After a moment of being taken aback, she welcomed them warmly, and ordered her servants to tend to their every need.
  • After several hours of relative rest, and a change of wardrobe (one must look their absolute finest for a solstice party), the group was ready for the event. Lirah wore the dress and mask of the Shadow Blade, and carried her invitation, while the rest of the group carried forged invitations copied from her own.
Creature Name CR XP # XP
A crash course in Topside mannerisms (Training) 6,000
Learning the results of “The Tickler’s” handiwork 2,000
Roleplay with the Master of the Waterworks: Madden Marblewright 6,000
We must remember our mission! (skip the bomb) 2,000
Calling in some long-standing favors (Tailor, Forger) 2,000
Passing through Heaven’s Gate 15,000
Infiltrating the Topside Party 2,000
Subtotal 35,000 / 6
Total 5,833xp
View
Uncovering the Shadow Blade's Brood
Campaign: A Garden of War

lettercandlecompass.jpg

The 27th Mace of Summer’s Rising

  • With the fight over, the group captured several Syndicate thugs who had surrendered. Lirah arrived not a moment too soon, and began to take charge of the scene. She would deliver these two thugs to Don Carza but first she needed to search the room.
  • Searching, she found many things that interested her, but none more than a letter written in a hidden arcane ink, that seemed to reveal the Shadow Blade’s identity, as well as her intentions in The Brineshell. The letter went as follows:

Dearest Belinda,

Summer’s Descent… what bittersweet promise. The solstice of summer has been a cursed day to our kin for ages. yet three day’s hence, when Vehana takes her slowest ride across the sky, we shall change the was we think of it. For even the Day of Longest Light must end with the coming of the night… and what a glorious night it shall be! The pieces are in place, the trap has been set, but the mice have yet to gather and spring it!

I managed an invitation to the big event, it will be a masquerade, sister! I know you wouldn’t approve of my going but I simply cannot miss the opportunity to play dress0up, and I would be so delighted to see The Brineshell royalty suffer. The “Downer’s” surely live up to their name, but the elites above have proven utterly revolting. While they revel in their opulence, I rejoice in knowing their misery will soon be at hand.

Truthfully… though I greatly anticipate the solstice, it pales to my longing for our reunion. I miss you and Geneva so very much. Alas, that day too will come soon, and I hope to hand you the throne to a kingdom as a homecoming gift.

Your loving sister, Isabel

  • Lirah recognized the name Belinda none other than the leader of The Shadow Syndicate! This seemed to suggest that the Shadow Blade was Belinda’s sister, Isabel, and that the Shadow Syndicate was being led by a brood of vampires. Further, that would mean the party had just slain the sister of one of the most powerful figures in the Southern Kingdoms.
  • Along with the letter, Lirah found an invitation for the solstice party mentioned therein, and found a costume and elaborate mask in a wardrobe. This must have been the costume Isabel intended to wear to the masquerade.
  • Three hostages hung by ropes tied to stalagmites at the back of the room. One, a man in robes (who was identified as an acolyte of Litoraleis) had been bitten during the combat, and appeared dead. Not to be swayed, Cyric took off his head in an instant, knowing that this acolyte would be likely to rise as a vampire spawn in some time. One of the other hostages awoke just before the beheading, and promptly fainted from the sight. She was dressed in elaborate and flamboyant clothing, clearly a Topsider. The sleeping woman was brought aside and made comfortable and was gently awakened. She was frightened and couldn’t remember how she had got there. She named herself Lady Aldepine Gantry and she was indeed an aristocrat from the Topside. The third hostage was a middle-aged man, badly beaten so that even if the party knew him they wouldn’t be likely to recognize. Through busted lips the man thanked the party, and introduced himself as Shanks Guffy, the captain of Starsail.
  • The two living hostages were escorted back to The Driftdowns by Asgrimm and Lirah; Shanks was helped to Starsail, which was docked on the southern Central Piers, and Lady Aldepine was led to The Heart and to the help of the Lift Guard. Both promised help to the party should they cross paths again, Shanks offering his ship and crew for transport, and the lady offering her hospitality at her estate on the Topside, though it was clear she didn’t believe she’d meet the group again.
  • Meanwhile at the hideout, the remaining party members searched the room to find several magical items, a chest of coins, and an assortment of living amenities. Most importantly, they opened the caskets of the vampire triad and promptly removed their heads.
  • The party gathered at the cave, and escorting the two remaining Syndicate thugs, they made their way back to the Carza Estate. The Don received them in his gallery and was pleased to have someone to send to his interrogator, The Tickler. Yet as pleased as he was in that, he was ecstatic to learn that the Shadow Blade had been caught and slain. The Don offered any and all help he could give in helping the party reach the topside in their quest. The group decided they would like to stay at the Carza Estate for their next three nights, for if they were to reach the Topside and foil the Syndicate plot, they would require constant training from Lirah, famed courtesan of the Don’s court.
  • The party had last stayed at the Siren’s Call, so they returned to the dwarf-operated tavern to retrieve their belongings and to check out of the room. As soon as the party entered the feast-hall, Snowi the lady-dwarf bartender approached Asgrim and asked to speak with them in private, seeming clearly unnerved. In a back room of the bar, Snowi explained that a mysterious man had come calling for the party. He had a kind face, and simple garb, though walked with an impressive looking staff, and wore a huge rat across his shoulders. The man seemed to be feigning friendliness with the dwarf in his questionings, and didn’t care much for her refusing him information. Finally the man had stormed off, not but an hour before now, the party’s arrival.
  • The party knew immediately who this man must be. It seemed Denegroth the Dread, original possessor of the cube and inciter the Great Goblin War hadn’t forgotten about the group, or the artifact he had sworn to retrieve from them “on his terms”.

XP Breakdown

Creature Name CR XP # XP
Discovering the hidden letter 4,000
Solstice party plot revealed, invitation confiscated 3,000
Careful handling of the hostages 3,000
Delivery to the Don and The Tickler 5,000
Denegroth Returns! 4,000
Subtotal 19,000 / 6
Total 3,166xp
View
A Deeper Darkness
Campaign: A Garden of War

ADeeperDarkness.jpg

The 27th Mace of Summer’s Rising

  • At the fall of the vampire gang leader, those few remaining thugs dashed from the scene to blend into the shadows. Lyrah yelled that she would hunt them down as she ran after them, and told the group to follow the mist that had appeared in place of the vampire’s body. The mist down a narrow alley, through the cracks in a door, up a flight of stairs, across a cloths line, over a treacherous rooftop, down a storm pipe, past an angered drunk, down a cliffside, and over some slippery rocks before finally disappearing into a concealed cave on the sea-side of the Brineshell. Many in the party had a hard time keeping up with the evasive smoke, but Cahal maintained his eagle form, and Sarien teleported to keep up. Asgrimm found the chase to be particularly taxing, and he all but gave up at the second obstacle.
  • Once the whole party finally make it to the mouth of the chasm, they began their dive into the briney cave. The group was forced to tread water for a hundred feet, once again humiliating the dwarves who refused to remove their armor. Alas, the group finally made it across, and at the feet of an incline, heard voices in the distance. As they approached, it became clear that whatever brigands occupied this thieves den, they were aware that someone was coming. They too had seen the vampiric mist enter their cave, one of their leaders had been slain!
  • Not wanting to hesitate or allow the rogues to prepare, the group strode into a large cavern, across which a tidal river ran. Several score of men stood ready, blades and bows drawn. Atop a natural stone dias stood the one they all knew to be the Shadow Blade, behind which several hostages were tied to stalagmites. The Shadow Blade turned on her captive pray and sank her fangs into one of the victims, lauching the room into action. Another vampire, similar to the gang leader from earlier, strode into the melee as the group clashed blades and spells in a violent frenzy. Syndicate thugs were cut down in groups as Cyric stood toe-to-toe with the second vampire. Sarien focused on the enemy spell-caster, interrupting and counterspelling his attempts. Finally the Shadow Blade sprung into action, taking the form of a massive bat, and flew across the divide into the throng. As she landed she drew a magical blade from its scabbard, a menacing falchion with a frost-laden blade. The Shadow Blade fought atop a rock formation against a brave Asgrim. The vampire warrior dropped Sarien, nearly slaying him were it not for a friendly displacement spell, then incapacitated Asgrim. The dwarf struggled from the ground to keep the vampire’s fangs from his neck, and cast a spell in desperation to break the bloodsucker’s grasp. Taranath took Cyric for a teleporting jaunt, delivering him beside the Shadow Blade in time to take her head from her shoulders. She too poofed into smoke and flew into a casket at the back of the room to join her vampire brethren.

XP Breakdown

Creature Name CR XP # XP
Chase through the Driftwood Kingdom 5,000
“The Shadow Blade” 13 25,600 1 25,600
Vampiric Fighter 10 9,600 1 9,600
Dark Sorcerer 9 6,400 1 6,400
Syndicate Archers 4 1,200 4 4,800
Syndicate Rogues 7 3,200 4 12,800
Syndicate Thugs 2 600 12 7,200
Subtotal 71,400 / 6
Total 11,900xp
View
A Deal with a Don
Campaign: A Garden of War

TinpanAlley.jpg

The 26th Mace of Summer’s Rising

  • Following the lurker attack in the underdocks, Ornela Girovenzi apologized profusely for the attack, and offered the party a “golden ticket” of sorts, free rides for a tenday on any Girovenzi gondola. Accepting the offer, the group moved on toward the Siren’s Call. Along the way, Ornela pointed out the arena along the Shoreward Slopes where gladiators battle viscous sharks with spears over narrow pylons and choppy water.
  • Soon, the party stepped off the gondola along the slopes and made their way to their destination. While passing down a bustling street, several in the group recognized a Judge of Oldar walking past, the people on the avenue giving him plenty of space as he continued on. The group also noticed the massive calendar disk and water-clock that turned along the outer walls of The Heart. Noon was fast approaching, so the group made haste to the pub.
  • Approaching the Siren’s Call, the foamcaller at it’s door urged the party inward. Constance Six-silver was her name, and she brought customers in hand over fist with a combination of flirtatious and back-handed comments. At the center of the feast-hall stood a beautifully hewn statue holding a harp. The party had been promised it would “sing a bawdy ditty at midday and midnight”. A large crowd had gathered around the statue and soon enough, the marble maiden animated and sing and play it did! Every patron in the feast-hall had her song on their lips, and clanked mugs and chugged in unison, and in time with the song.
  • Asgrim approached the bar and introduced himself to Snowi and her brother Tevrius, the owners and operators of the Siren’s Call, and began to feel out the situation with dwarves within the Brineshell. He learned of the makers of The Heart, and that an old Furyforge dwarf had designed the water elements of the massive tower, but had turned away from the promise of it’s profits when people began to die from poor work conditions within the foundry. Apparently, whether he still lived, and where were of great debate, and Asgrim couldn’t learn more in that moment.
  • Cahal took wing around the interior of The Brineshell, taking a closer examination of it’s many neighborhoods. Sarien sought information as well through arcane means, casting and arcane eye and willing it upward above the Driftdowns to the Topside of the massive shell. He saw what he had been promised: opulence, revelry, and flamboyancy. At the shell’s center, a castle reached upward for the sky. An observatory stood at the top of one of it’s many towers, and as his mind’s eye flew toward it, he felt a strong compulsion to continue no further; the castle had been strongly warded against scrying, he surmised.
  • After some time of drinking and eating, and enjoying a song or two from a fellow named Busted Skull and his dancing pet otter Fin, the group retired to a nice room, and enjoyed a full night of sleep on land after a ten-day at sea.

The 27th Mace of Summer’s Rising

  • The following day the group rose and made for the gondola dock once again, enjoying a free ride from the Girovenzi’s, they made it to the Wicked Widow in short time and without encounters. Along the street, Cahal recognized an acolyte of Vehana “lighting” the many bio-luminescent lanterns that lit the city by shaking it with a long pole.
  • Another half-block brought the group to their destination. Outside, the Wicked Widow’s foamcaller seemed to be doing very little foamcalling, instead leaning menacingly against it’s outer wall. Walking past, the group noticed a long stilleto on the hip of Monique. The party continued inside and retrieved a sealed letter from the barkeep from Captain Two-beards. Within it, a letter stated that Shervin’s employer had graciously invited them to his hall. Also in the envelope was a heavy platinum coin with the number seven embossed on it’s back. They were instructed to give this coin to Monique if they wished to continue. Seeing that they would need all the help they could get in their mission, the group decided to go along with it. Thus, they brought the coin to Monique, Sarien using an arcane flourish in the hand-off. The foamcaller was briefly entertained, but soon returned to her normal stoicism, and told the group to go to the back of Tin Pan Alley, “The Don” would be expecting them.
  • The group made their way back across the Central Piers, to the Seaward Slopes and to the alley where The Don’s estate stood. A large stone villa surrounded by an impressive and imposing stone wall now loomed before the group. Cahal noted that behind the walls stood large trees, the first of almost any flora he had seen in the cave-like city. The guards at the gate did their guardly duty, questioning and then admitting the “Saviors of the Sunfish” as Sarien put it.
  • Through the gate, the group moved into a wide courtyard teeming with plants, trees, and buzzing bees. Cahal took a closer look and surmised that these were all being grown with alchemical botany. Soon more guards appeared and showed the party through the villa, to a large hall. On the walls hung a hundred priceless paintings, tastefully lit with bio-luminescent lamps… by all means the room felt like an art gallery. The Don turned and greeted the group warmly.
  • Introducing him self as Don Vireli Carza, the Don thanked the group for their heroics in protecting one of his many investments, and praised them for defeating Garius and the Needlework Pirates, who’d haunted these waters for many years. With a shrill whistle, The Don beckoned a chest to be brought to the center of the room which when opened, looked to be completely full of gold coins. This was what the party had saved The Don on that day… he wished not only to give what was nearly lost, but to forge a further relationship with the group, as men of their talents would be useful to have around.
  • The party thanked The Don for his payment to them, but asked instead for help to the topside. The Don knew just the person to help them, but insisted that the party take his coin for the deed they had done, and bartered his help to them on another deed he had yet completed. The Don told the group of his recent troubles with the Shadow Syndicate. Apparently they were attempting to expand their grasp far beyond Delta City, and had found a foothold here in the Downs, and had recently become a nuisance to The Don’s operations, costing him and The Sevens a fortune in the process. The Syndicate had even infiltrated The Sevens themselves, or as The Don put it: “We’ve got a rat in our midst, and I loath rats.” The Don had set into motion a plan to find the rat within his organization, and he needed the party’s aid in this. With another shrill whistle, ten or so men and women strode into the room, each one looking as well-trained and battle-wise as the next. The Don addressed the whole group now, telling them he sought the head of “The Shadow Blade”, the apparent leader of the Syndicate invaders. It was said she couldn’t be killed, that she was like shadow herself, but The Don knew otherwise, “for if it bleeds, we can kill it”. He would give each group a phoney package of drugs and would see what group got attacked to find his rat (for he had told his three suspects, three different delivery places). The hit-teams were to kill the Shadow Blade if she showed, and if not, were to capture whatever Syndicate thugs they could for questioning.
  • Having heard The Don’s plan, the group asked for a private chamber where they might discuss their direction. A guard ushered them to a side room, and the group took to questioning the job being asked of them. None of the party felt comfortable with being hired killers for a crime lord, and hoped that they might simply capture the Shadow Blade and return her to the Don’s estate. Seeing little other opportunity to reach the Topside, the group agreed that this was their best course of action.
  • The party returned to the hall of paintings and told The Don that they would do this job for him if he could get them through Heaven’s Gate. The Don agreed and introduced them to Lirah Cendra. She was one of The Don’s most trusted and valued employees, a deadly courtesan with all the knowledge of the mannerisms and customs of the Topside aristocracy; a talented actress and master of disguise who’d made scores of trips through Heaven’s Gate and back. She had been hired by The Don to train his men on such deception, for though passage to the Topside was very risky, it was a necessity to his operations. The Don proposed to send Lirah with the group on their current mission, as she was great with a blade. In addition, if they succeeded in their mission, Lirah would be the one helping the group go Topside, so better they get to know each-other tonight first. With that, everyone had come to an agreement. The job would go down at sunfall, they would be ready.
  • The group set-out just before sundown, Lirah leading the way. The courtesan lead them through the southern opening in The Brineshell, and around the Seaward Slopes to the Driftwood Kingdom. None in the party had ever seen a place so fraught with despair. It was as if the denizens of the Kingdom had simply given up on life. The party reached their destination and closely surveyed their surroundings. Though they scrutinized the people around them, their true forms were soon shown, as they shed their rags to reveal themselves as Shadow Syndicate thugs: it was an ambush!
  • Lead by a particularly strong rogue, the Syndicate attack was fierce, but still wasn’t enough to overcome the brave party and their new acquaintance, the deadly courtesan. As Asgrim buried his axe into the rogue’s head for what would surely be the killing blow, the body of the man shook as he (for the first time) bared a pair of fangs at the group, hissed, then disintegrated into a billowy dark mist. The mist held some amount of form, and quickly sped off, against the wind, down the grimy docks of the Driftwood Kingdoms.

XP Breakdown

Creature Name CR XP # XP
A Trip to Tin Pan Alley (Roleplay with Don Carza 6,000
Shadow Syndicate Thugs 2 600 8 4,600
Rooftop Archers 4 1,200 4 4,800
Shadow Rogues 7 3,200 4 12,800
Vampire Gang-leader 10 9,600 1 9,600
Subtotal 37,800 / 6
Total 6,300xp
View
Into the Belly of the Beast
Campaign: A Garden of War

TheBrineshell.jpg

Session Summary

The 25th Mace of Summer’s Rising

  • The Sunfish cut through the waters of the Bay of Leaves as it descended the massive wave created by ringfall. The crew stood dismayed looking over the deck of the ship, now slippery with squid ichor and the blood of a dozen Needlework pirates. Among the bodies, Garius the Needle lay lifeless, yet he still clutched his prized rapier. Sarien took to identifying the blade and was stunned to find that it was not only expertly crafted, but had been forged from ringsteel, and incredibly rare and hard-to-work alloy infused with ringfall magic. It was the first magical weapon the party had encountered, and it fit easily in the arcanist’s palm, thanks to his martial training as a youth.
  • After tending to his ship and crew, Captain Twobeards approached the party and sincerely thanked them for their efforts. He knew full-well that they could have been looted, captured, capsized or killed. Twobeards invited the party into his personal quarters to talk further. Once inside, Shervin swore a debt to the group, if he could help them in their quest, he would do everything he could. Thus, he politely pressed the party of their plans in The Brineshell. The group was wary to reveal much of their quest, and mentioned nothing of the burden they carried with them across the Azuran Sea. They did mention that they sought an audience with Rohmanar, the Royal Loremaster. Shervin scoffed at this, informing the party of just how difficult it might prove to be; for The Brineshell was a starkly segregated city. The bustling sea-port below housed the poor, while the elite lived above, and they were wary of outsiders and those who toiled beneath their feet. Additionally, The Brineshell is the Throne of Aonar, upon which a senial and paranoid king sits. That said, Twobeards revealed that his “employer” was a very powerful man in The Driftdowns, the underside of the Brineshell, and that he may be able to help them in this; they did save one of this mystery employers valuable assets. The party accepted whatever help they could receive, and spent the rest of the night discussing The Brineshell and it’s many qualities.

The 26th Mace of Summer’s Rising

  • In the ninth hour of the morning, Sunfish caught sight of The Brineshell for the first time. As they approached it struck the party just how truly magnificent, and how unfathomably colossal it’s ancient owner must have been; A leviathan that left it’s carapace behind eons ago, the likes of which man has never seen.
  • As the ship approached, the party could make out a castle at the shell’s top, and many gorgeous and grand estates and palaces of the wealthy that make the Topside their home. Yet as they drew closer, their eyes drifted downward to the massive sea-cave beneath. The Driftdowns stretched out before them for miles, pier upon pier, business and bustlers, swashbucklers and swindlers. At it’s center, The Heart glowed a blood red, and from it pumped steam and smog, byproducts of the foundry and mint.
  • As the Sunfish docked, Twobeards told the party that he would visit his employer, and would send word to the Wicked Widow pub with his response the following morning. Asgrim went under-deck to speak with Ulfar about the dwarves of The Brineshell. Ulfar had a low opinion of those dwarves who run The Heart, though he highly recommended the Siren’s Call feast-hall.
  • Thus, the party said their farewells to the crew and stepped off The Sunfish after a tenday of travel. The docks bustled with activity, workers, gulls, and begging children. The group made their way down the pier for some time until descending a set of stairs to a gondola dock. Gondola’s were a trusted form of travel in the Driftdowns, and was faster and generally more safe than walking the crowded piers and docks.
  • After a time, a gondola pulled up to the dock with a glowing globe lantern at it’s bow. The Gondolier introduced herself as Ornela Girovenzi, of the famed Girovenzi family. Ornela’s ancestors were the first to bring gondola’s to The Brineshell, she toted. The party boarded her boat and she pushed off the piers with expert control. As they traveled, Ornela tells the group about several other inns, taverns, and locations of interest within the city.
  • In a moment of conversation, Ornela didn’t notice the figure of a man ascending out of the water before them. As the gondola drew closer the group realized that this man was in fact a corpse, hanged around the neck be the tongue of a massive lurker-beast. A second descended to their side, and the party fought desperately to keep them at bay. Both Asrim and Taranath were grappled and strangled by the creatures, but between the summoned creatures of the summoner and druid, and Sarien’s spells, they were able to take down the creatures.

XP Breakdown

Creature Name CR XP # XP
New city, new allegiances (roleplay w/ Shervin Twobeards) 4,000
Lurker Above 7 3,200 1 6,400
Uneasy footing! (combat on a gondola) 8 4,800 1 4,800
Merciful DM Bonus 13,600
Subtotal 28,800 / 6
Total 4,800xp
View
Fire from the Sky
Campaign: A Garden of War

Firefromthesky.jpg

Session Summary

The 16th Mace of Summer’s Rising

  • Dawn broke over the village, and the docks bustled to life. The party made way for the port, to meet Doc Laselle to confirm their passage on the Sunfish. Laselle, having checked with his captain the previous night, agreed upon a price for the voyage, and led the party on board the ship. Asgrim sang with a booming voice as the crew pushed off from the dock. Sarien blew a mighty gust of wind into the sails, an effort the salty Captain Twobeards was not so happy about. He quickly reminded the wizard that this was his ship, and while they were aboard his deck, they would follow his command. Still, aided by bardic and arcane talents, the ship made a speedy departure from The Skyrealm, with a course charted for The Brineshell.
  • A drum erupted from the hull of the ship, as rows of oars treaded the choppy waters of Breaker’s Bay. Asgrim went on to investigate, and was staggered to find a very old dwarf sitting at the massive drum, leading the rowers in their work. Even more interestingly, the drum he played was that of a “tunnel drummer”, who’s duty it was to lead dwarven work groups, or war parties, through the deep mountain caverns. Asgrim introduced himself and was shocked to find out that the dwarf was one of his lost clan: a Furyforge Dwarf! The dwarf shared that his name was Ulfar, and that he grew up in the Furyforge. He was on a mining expedition when the Citadel fell, and he seemed to carry a great shame that he wasn’t there to stand or fall with his dwarven brethren. Asgrim promised him that the Furyforge would be restored, and that he would call on Ulfar when the time was near, the claiming of the citadel would take many heroes, old and young.
  • Sarien made friendly with the captain after a time, and offered his services as a deck-wizard, that he might ply their sails with a mighty breeze. Twobeards maintained a grumpy countenance, but it was clear that he was thankful for the quick travel. They would make port ahead of schedule, if they kept the current pace.
  • And so the party traveled as such for nearly a ten-day, crossing the waters of Breaker’s Bay, and eventually losing all sight of land. They had entered the Azuran Sea, the realm of Asgirrathad, Lord of the Deep.
  • On the eighth day they spotted land. Twobeards showed the party where they were on the map, approaching the Selsurn Peninsula from the east. Soon they turned north, as they rounded The Cape of the Defender, and entered the Bay of Leaves.

The 25th Mace of Summer’s Rising

  • Night fell on the ninth day of their voyage, and with it, a great fog crept across the bay. Twobeards had no reason for concern, at least not yet. Yet soon the fog grew thicker, unearthly and malevolent. Cahal took wing to investigate. Flying over a particularly opaque bunch of fog, his keen eagle ears heard the distinct sound of water lapping against the hull of a ship. He quickly returned to the Sunfish to warn her captain and crew. Twobeards suspected piracy, a feeling that would be confirmed only moments later as the seaman in the crows-nest cried out above the fog, PIRATES OFF THE STARBOARD STERN!!! The crew would only have moments to prepare.
  • The lookout continued to yell down with what he saw. Through the fog burst the bow of a ship. The figurehead was that of a busty woman, wielding a massive rapier in her outstretched hand. Above black sails and on it’s highest mast, flew the Jolly Roger, and above it a flag with a sigil of a needle and thread. THE NEEDLEWORK PIRATES! GARIUS THE NEEDLE ’COME TO BLEED US DRY! screamed the lookout. On the deck, the crew of the Sunfish shook in their boots, for Garius “The Needle” was one of the greatest swordsmen to sail the nine seas, and he kept a “sea devil” for a first mate!
  • The pirate ship approached with a swift abandon, as a wizard worked the black sails with her own windy torrent of spells. As the ship pulled up beside them and docking boards slammed out across the starboard side of the Sunfish, the sky lit up with a brilliant red!
  • Behind the party, a phosphorous crimson light began falling from the sky. They were witnessing a ringfall! Blades of buccaneers crossed, as the meteor descended through the night sky. It looked like it would hit rather close to their ship, only a league off their port-side. Twobeards, as experienced as he was, knew there wasn’t a moment to hesitate, and began to steer the Sunfish toward the point of impact, from where the inevitable tsunami would surely be born. The Needlework ship broke away, as Sarien had torched the bucanneer at the wheel, and no-one stood to take it’s control.
  • The party fought valiantly against the Needlework Pirates, who’d all been trained by Garius in the art of fencing. Most of his crew proved easy work for the able adventurers, but The Needle himself would not be so easily defeated, nor his first mate, the four-armed sahaguin champion. The deck of the Sunfish began to tilt, as it ascended the great rolling wave! Some hundred feet from the oceans surface, the battle raged on, as new combatants entered the scene. Bursting from the wave, and altered by the magical release of the ringfall’s impact, mutated devilfish scrambled to the deck, leaving a slippery black ink in their wake. Tentacles and blades, shields and spells all clashed at the peak of the wave, as a moment of weightlessness took them over. Rushing down the far side of the tsunami, the party finished off the last of their foes, The Needle among them. The crew of the Sunfish, overwhelmed with the emotion of near-death and incredible heroics, cried out in triumph and disbelief. They had survived, and thanks in most to the great adventurers they’d been so fortunate to take aboard.

XP Breakdown

Creature Name CR XP # XP
Meshing with the crew (roleplay) 1,000
Garius the Needle 12 19,200 1 19,200
Ka’uh’kla’kan 10 9,600 1 9,600
Deck Wizard 5 1,600 1 1,600
The Needlework Crew 2 600 14 8,400
Ringfall Tsunami 5 1,600 1 1,600
Advanced Invincible Devilfish 6 4 2,400 9,600
Subtotal 51,000 / 6
Total 8,500xp
View
Encounter with the Knife-eaters
Campaign: A Garden of War

knifeeaters.jpg

Session Summary

The 14th Mace of Summer’s Rising

  • The group stood in the ruins of Earlmoor as the weight of their past together was allowed to sink in. They had gone through much, and defeated many a powerful foe. Their road now lay before them to the south, where they planned to catch a boat to the Brineshell to seek audience with Royal Loremaster Rohmanar. Surely if anyone could identify or decipher the evil artifact in their posession, it would be he.
  • The party headed south toward Point Oreish, where they first met. Some time into their travels, with the forest once again thickening and closing in, they spotted small forms hanging from the tree bows ahead, above the road. Moving closer, they recognized the forms as birds hanging from nooses, a sign of banditry similar to those spotted on this same road two weeks prior. Again Cahal cut down the corpses and laid them to rest in the forest where they would make their way back into the soil.
  • Further south, the group spotted stone burial cairns along the road, ones that were built out of haste. Asgrim knew whomever buried this man, was a follower of Dimaeria, as the rites of her priesthood had been observed.
  • Sarien heard a snapping branch behind them, and turned to spot a small man crouched far off the road in the woods, watching them. As soon as the man was spotted, he fled, initiating a chase through the forest. Though the man was deft and quick, he couldn’t hope to outrun Sarien’s dimensional slide and thew down his blade in surrender.
  • The runner, now recognized as a young man of maybe 14 winters, bore scars on his cheeks, carved in a hideous symmetry. Sarien supposed he might be a member of the Knife-eater gang, and after pressuring the captured man, he admitted to exactly that. This boy served Fine Farrah, a murderous brigand both feared and loathed. Rumor has it, she was a whore who’d been on the wrong end of a drunken exchange with her sadistic pimp, ending in him carving her a smile from ear to hear. Farrah took her revenge against the pimp, and turned to a life of banditry. Farrah loaths beauty, and scars every man or woman who wishes to join her gang.
  • Sarien pressured the scarred boy into telling the party where the Knife-eater hide-out was, as so the group headed off-road for some investigating.
  • Soon enough the runner lead the party to a camp deep in the woods, tucked between rocky cliffs and with a cave at the back of the brigands grove. Here, Asgrim declared his lineage, and insisted that Farrah come out to meet them. She was more than happy to oblige, though she did so with a flurry of poisoned shureikens flying through the air. Despite the gang’s reputation, they were no match for the adventurers, and all men but one were slain.
  • Night fell as the group looted the hideout then camped for the night.

Vehana’s Day: The 15th Mace of Summer’s Rising

  • The next day the party continued to Point Oreish with the one living knife-eater, and by mid day had made their goal. Cyric immediately delivered the thief to a guard post where the guard informed the party of a bounty on Fine Farrah’s head.
  • Lamenting having not brought proof of Farrah’s demise, Asgrim acted quickly, finding a dwarven dock worker onto which he would pass a quest. The dwarf, identified as Toric, would travel first to the Knife-eater hide-out in hopes of bringing back proof of the gang-leader’s death. If he did so, her ransom would be his. Secondly and most important, he was asked to travel to Brokenbridge, to the Dwarven Quarter where he might find a high-official of the dwarven populace and inform him of the fate of Regg Blacksteel, and his murderrer, the dark caster Denegroth. For his quest, he was gifted magical potions, a finely made greatsword, and the trust of a hero-dwarf in the making.
  • Having passed on this mission, Asgrim now took to gathering information about the ships in harbor, seeking knowledge of which ones might carry them to the Brineshell. It was dinner-time before he had all the knowledge he could muster.
  • Two such ships sat at the harbor of Point Oreish. The first, Sunfish was a quick three-masted caravel headed almost strait to the Brineshell. She had three decks, a crew of thirty men, and a brave (by reputation) captain named Shervin Twobeards. Two of his crew enjoyed drinks at The Devil’s Flask. “Doc” Laselle, the first-mate of Sunfish who was rather lavishly dressed for a sailor, and Big Dill, one of the strongest men the dwarf had ever seen. Asgrim spoke to each, and though he sensed no darkness or ill-will, he did suspect that the crew was hiding something from him. When pressured, Big Dill insisted there was no need to worry. That if the group wanted to travel discreetly, that happened to be Twobeards’s specialty.
  • The second ship was Gallant, a massive three-masted, three-decked dromon sailing out of Taiut, the capitol of the Sultantate of Al-Dahin. Her journey would be twice as long as Sunfish’s, as her hull wasn’t built for the open sea, and she would have to stick to the coasts. She had a grand captain as well, one Saladin the Stormtreader. From her crew of nearly two hundred, several had come ashore. Asgrim learned about Selka Scalesinger, the “fishcharmer”, whom it was said would cause fish to jump onto the deck of a ship by her voice alone. Atop the roof of the bar, sat a lone figure named Xericuse, a star-gazer, and navigator of Gallant. What information was gathered of this ship, Asgrim didn’t like the sound of, and the group convened, deciding they would barter for travel on Sunfish in the morning.

XP Breakdown

Creature Name CR XP # XP
Chase through the woods 1,000
Fine Farrah 10 9,600 1 9,600
Brigand Bard 7 3,200 1 3,200
Blackstrike 8 4,800 1 4,800
Deadly Spy 8 4,800 1 4,800
Henchmen 5 1,600 6 9,600
Choosing Vessels 2,000
Subtotal 35,000 / 6
Total 5,833xp
View
Resolution
Campaign: A Garden of War

Brokenbridge.jpg

Session Summary

The 7th Mace of Summer’s Rising

  • The stones of the Kingstower tumbled to the ground to their final resting place amongst the ruins of the once-great city. Something about their state, felt final, permanent. The group began discussing what to do next. They turned to Andriel for advice, but the cleric seemed half lost in his own mind, as if still trapped within the cube. When pressed for answers, he refused to speak of it, as if not saying the words would keep the trauma from his mind.
  • Drums sounded in the distance, breaking their discussion, as on cue, goblins filed back into Irador to toil at the tower’s base once more. The party concealed themselves, wondering what the goblin’s reaction would be, and coming to a decision that they’d best spend another night in the ruins to make sure the tower didn’t once again rise when the sun fell.
  • Goblins appeared in groups but stopped short of the tower. First, they noticed the destroyed forms of the elven skeleton horde that had formed around the tower’s foundation. One brave goblin stepped forward and through the bodies, toward the ruins. Not to be out-done, other leaders approached. The goblins argued at the center, several fighting until one was slain. They seemed to be arguing about the rusted gear on the ground, the now inanimate skeleton remains, and the state of the fallen tower. They too, seemed to sense a change in the tower, and after some time the goblin tribes dispersed.
  • The party camped out through the day, enjoying some much needed rest after the gauntlet they’d just faced. Cahal took wing to keep an eye over the group, and when night fell, the tower stayed collapsed. The Kingstower Haunting had been defeated.
  • That night, Cahal had a terrible nightmare. He saw a snowy village overran by savage men. At the town’s center, a Rootbound Temple burned, the branches of it’s grovetree alight with flames.

The 8th Mace of Summer’s Rising

  • In the morning the group set out from the ruins to return to civilization. The forest felt much different than it had when they entered. It seemed less dark, less haunted. They did have several near encounters with revenants. They surmised that though the haunting was defeated, the murderer of these particular spirits was still at large, and thus they lingered on.
  • One night Asgrim experienced a nightmare which kept him from sleep. In his dream, he delved deep into The Furyforge, though as he went deeper, he saw the citadel in ruin, and felt a terrible and powerful presence in the darkness that he could not shake, even after waking.
  • The group traveled for three days before smelling the briny air of the ocean, and hearing its ever present rumble, beyond the forest.

The 11th Mace of Summer’s Rising

  • They approached the bay road, but were halted by forms on the path. They moved a bit closer to see a large line of people streaming down the road. They looked downtrodden, carts carried wounded or dying people, many walked with limps and signs of battle. Cahal took wing and landed on one such cart to listen in on what the people had to say.
  • From what the druid gathered, these were refugees from Earlmoor, a town to the south that the group had come through on their way from Point Oreish little more than a ten-day ago. (see The Road to Brokenbridge). When last the party was there, a massive pavilion had been constructed in the city square, beneath which a secret waited to be revealed at the Summer’s Fortune festival. So, on the First Sword the tent had been lowered to reveal a beautifully wrought iron statue of Prince Ferron. The townsfolk rejoiced and thanked Hollibard, the town wizard who’d overseen the project. Little did they know, it would awaken several days later to lay waste to their town. Hollibard was nowhere to be found, some of the townsfolk blamed him, others stood behind him, proposing that his magic was somehow turned against them.
  • The group felt torn, but ultimately chose to continue on to Brokenbridge. They carried what they felt to be extremely valuable and volatile cargo, and wanted answers as soon as possible. The party waited for the refugees to pass, and followed far behind to avoid detection.

The 12th Mace of Summer’s Rising

  • Some ways behind the caravan of townsfolk, the group passed through the gates of Brokenbridge only to be halted and surrounded by city guards. Leading the guards, a knight of House Aldaine approached and informed the party they had been sought, and were immediately summoned to Lord Aldaine’s court. The knight and his men seemed to nervously grip their weapons, and seemed ready for an attack. This didn’t seem to be the heroic welcome the group had anticipated.
  • The group was then escorted to the castle and into the throne room. A group of notables were in attendance. Among them, Lord Alyn Aldaine and his royal guard, Deacon Nicolaos of the church of Dimaeria, Father Theaton of the Rootbound Brotherhood, and Young-Lord Tanyon Kairclaw, the one they call Darkclaw.
  • The party was then informed that they had been charged with the highborn murder of Sir Dynis Kairclaw. A blind man was lead forward, whom the party recognized as the falconer who’d rode with Sir Dynis, introducing himself as Polther Windworn. The falconer weaved a lie of their groups intentions, insisting that they were attacked by the adventurers, and hadn’t sought the fight.
  • After hearing everyone’s testimony and arguments, and after learning of the great deeds the party had accomplished within the forest (backed by evidence of the forests blight receding), Lord Aldaine judged in favor of the party! This disgusted Darkclaw, who openly threatened the party should they venture into Kairclaw lands.
  • Having been exonerated, the party was welcomed as heroes to stay within the castle as long as they pleased, and were received with royal hospitality.
  • Immediately after their trial, Father Theaton approached Cahal, worry in his voice, and insisted that the druid come to the Rootbound temple to speak further of druidic matters. So, the group headed back across the Bridge of Accord to the arboreal monastery. There, Theaton lead them to one of the many trees within the temple, which stood withered and dead. Cahal knew this to mean that the temple had been destroyed, and thinking back to his dream, wondered if they could be one and the same. Theaton confirmed that the time of Cahal’s nightmare, and the tree’s withering were in line. Somehow the druid had seen a thousand miles away, to a temple in the far north.
  • Even more pressing though, was the message Father Theaton had received only yesterday, from the Arch-Druid, speaking of dire omens, and requesting the Father’s presence at the Hometree.
  • Cahal revealed the cube to Father Theaton, who knew not what it was. He did wonder however, if it was the mysterious force behind the blight of Viridia. By all accounts, the evil in the forest had already begun to wane. He also urged that it be brought to the Hometree for druidic inspection. Cahal could promise nothing, but agreed such a move would be wise. With that, the druids parted ways.
  • Taranath also left the castle for a brief visit to his friend Ghiraldi Goldfingers. Taranath asked who the authority was was on the lore of the First Men, who’s language was writ on the many faces of the cube. Ghiraldi suggested that the group travel to The Brineshell in Aonar, to the Royal Lore-master Rohmanar, for no man alive knew more of the First Men than he. Goldfingers had once been forced to sit through a rather drull lecture by the old loremaster on the subject.
  • Once everyone had returned to the castle, a small feast was prepared for the wary party, who was to be dining with Lord Aldaine. At dinner, Aldaine pressed the party about their quest into the forest. They were happy to oblige, and told the old lord nearly everything, but didn’t mention anything about the mysterious cube that seemed to be behind it all. Lord Aldaine had shown himself to be a friend, but even still, the party was fearful to let anyone know the burden they carried. As their feast wound down, a guard entered to inform the lord of the fate of Earlmoor, and the monstrosity that awoke there. Aldaine ordered a detachment of skyknights to investigate, but to keep their distance. The lord wondered about Hollibard’s involvement, and told the group what he knew of the wizard. With these new revelations, the party vowed to travel to Earlmoor to investigate this risen statue, though their true destination lay much further, across the Azuran Sea, to the city of romance, the capitol of Aonar, the magnificent Brineshell.

The 14th Mace of Summer’s Rising

  • Two days passed traveling down the bay road from Brokenbridge to Earlmoor. They saw the smoke first, rising from the horizon like some ominous tendril. When the group finally viewed the town, they were amazed by the utter destruction. From their vantage point, they could see the iron statue standing proud, and seemingly inanimate, in the center of a ravaged city square. Everything within hundreds of feet of the statue was a smoldering ruin. The group took a wide berth around the city’s square and made for Mistvale Manor, the home of the missing wizard.
  • The group entered and found the manor to be abandoned. The wizard’s departure must have been sudden, for it was left in disarray.
  • Amongst the wizard’s many possessions left behind, stashed away in a locked chest, was an incredible find, and surprising. A grand crown, etched in dwarven runes, with a great ruby at it’s center. Asgrim was staggered for he knew this to be the crown of the Furyforge King, an heirloom that had been missing for two decades. If Hollibard had the crown, what was his involvement in the fate of the Furyforge? Asgrim took the crown with great reverence and care.
  • Having searched the manor, the party continued on, and finally sought to confront the statue. The golem woke at their presence, and without hesitation or thought, stomped toward the group with ruinous intent. The great iron golem was wrought to resemble the savior of Viridia, the great Prince Ferron. What an irony now that his form was being used to destroy much of what he saved. The golem’s plates resisted spells, and all but the mightiest of blows, but eventually the party prevailed and toppled the monstrosity, which tumbled apart as the magic that animated it’s form was shattered.
  • A wicked laughter sounded from behind them. The group turned to see a dark robed figure with a giant rat on his shoulder. Cahal immediately recognized him as the wizard Hollibard, who he’d seen on their first trip though the town. Hollibard applauded the group’s bravery shown against the statue. The group soon realized that this was not the true wizard, at least not his physical form. It was rather, an astral projection of him. A lengthy dialogue ensued. The wizard revealed his true name to be ‘Denegroth the Dread’, a Servant of Veloris. He explained that he’d brought the cube deep within the mountains and roused the goblins to war. He admitted full responsibility for the Furyforge and the fate of their king, hinting that he had, “used the dwarves greatest secret against them”. He had been the brains behind the goblin horde, but he was defeated in the battle of Irador, and lost the cube. Fleeing the forest, he posed as a survivor in Earlmoor and laid in wait for the last two decades until the cube was freed from the forest. He hadn’t been able to retrieve the cube himself, for the revenants hunted him constantly. He had been the coin behind the sellswords who’d sought the cube in the forest, the ones responsible for Saeros’s death. And now, his formed thanked them for doing the job he never could, and that they would meet again, on his terms, to reclaim his lost treasure. In a blink he was gone, a hollow laughter bounded down the ruined streets into an eerie silence.

XP Breakdown

Creature Name CR XP # XP
Diplomacy in Lord Aldaine’s court 4,000
Iron Golem of Prince Ferron 13 25,600 1 25,600
The truth behind it all (Denegroth roleplay) 4,000
Subtotal 33,600 / 6
Total 5,600xp
View
The Kingstower (Part IV)
Campaign: A Garden of War

graveknight.jpg

Session Summary

The 6th Mace of Summer’s Rising

  • Old children’s toys lay strewn across the floor before the party, the remains of Attic Whisperers, children who’d lost their lives to sorrow, Taranath explained. Andriel and Asgrim tried to respond, but found themselves unable to speak. The corrupted children had stolen their voices. Unwilling to continue up the tower without Andriel’s prayers or Asgrim’s tales, the group decided to wait out their afflictions.
  • The hallway toward the stairs was cluttered with a hastily built barricade of dressers, chairs, armoirs and chests, so the group cleared a path while Cahal took wing to investigate the fire’s progress. It had begun to storm outside, but the tower still burned, higher than before, and now the whole field surrounding the spire was crawling with zombies and skeletons, clad in ruined elvish garb. He flew upward to get a count of remaining floors to the tower, 3 floors. The druid also noted that the night had progressed further than he’d thought, time would indeed be a factor in the ascent. They would be racing against the dawn
  • The priest and bard regained their voices and the group continued higher. At the top of the stairs stood a grand double-door. Several members put their ears to the doors to listen beyond, Cahal thought he heard the faint sound of music. That grabbed Asgrim’s attention, so the bard listened intently and soon agreed. Not only was there a song playing, he added, but the notes were the same as those the broken soul Lillendsong had plucked on her harp. This time however, the melody was played in 3 and 4, the cadence of a waltz.
  • The party opted to open the door rather than bust it down with Cyric’s “key”, much to the dwarfs disappointment. The doors opened with a moan. None heard a sound nor spotted any signs of life, or unlife. Before them loomed a massive hall, with a intricate wooden dance-floor, rotten with age. The group moved through the hall slowly, back to back. The faintest whisper of a song was suddenly audible and growing louder by the beat. Andriel prayed to Dimaeria and channeled energy to defeat what was certainly a manifesting haunt. The cleric guessed right, just before his blast, swirling ghosts appeared in pairs, dancing, reaching out to their throats with malicious intent. Andriel’s faith proved stronger and the ghostly mists were dispersed by holy light. With a sigh of relief, they continued onward.
  • The next floor they found the tower’s aviary, where their massive bird-mounts could be kept. Andriel searched for an impressive saddle, but everything in the storerooms had disintegrated with age. The storm raged on outside, as thunder and lightning battled around them.
  • The group took the next flight of stairs to exit into open air. They stood on a balcony of sorts, where the tower shrank in diameter but still continued upward for several more stories. The cleric was halted by a memory… this was the place from his dream, and inside those doors would be the elf-king. There too would be his father. Without a roof over their heads, the group could see the storm in all of it’s power. It seemed to be swirling around the tower somehow. Below, the forms of a thousand fallen elves shone in flashes of light to disappear into the darkness in an instant. The party cast defensive wards, said their prayers, regaled past hero-isms, and scribbled on note-cards. They were prepared for what stood beyond, or so they hoped.
  • The doors opened into a large hall, the personal audience chamber to the king. Along massive stone pillars, stood a troop of skeletal guards, still as stone. Behind them, undead priests reached for the unholy symbols about their necks. Andriel’s eyes locked on a form he knew to be his father’s, twin swords at his hips, standing dutifully near dias, a pair of thrones atop it. A staircase rose to either side of the dias, atop which stood several skeletal archers, and a rotten sorcerer with worms for eyes. But looming over them all, at the top of the stair, stood Ladorian Elf-King, in the most beautiful and terrifying armor they’d ever seen. Hanging from a chain about his neck, the cube spun violently, emitting a bright blue light.
  • An epic battle ensued, in-which Andriel was nearly slain by his father’s zombie, only to have his soul eaten by the cube, activated by the Elf-King. The fight continued on, but eventually Ladorian and his minions fell, and Andriel’s soul went back into his body, the party reviving him as the tower rumbled.
  • Realizing they only had a few seconds to spare, the group quickly healed and through various methods (bird-flight, levitation, dimension door) managed to escape the tower’s top as the spire crumbled to the ground, the undead army below, crushed by the falling stones!

XP Breakdown

Creature Name CR XP # XP
Dancing Ghosts Haunt 4 1,200 1 1,200
Skeletal Champion Fighter 4 1,200 10 12,000
Skeletal Champion Archer 4 1,200 2 2,400
Skeletal Champion Cleric 5 1,600 3 4,800
Skeletal Champion Sorcerer 6 2,400 1 2,400
Andriel’s Skeletal Father 8 4,800 1 4,800
Ladorian, Elf-King 12 19,200 1 19,200
Escaping the Kingstower 6 2,400 1 2,400
Subtotal 49,200 / 6
Total 8,200xp
View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.