A Garden of War

Rituals under Ringfalls
Campaign: A Garden of War

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In the Shadow of the Mammoth
Campaign: A Garden of War

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Justice for the Judge
Campaign: A Garden of War

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The Pool of Farsight
Campaign: A Garden of War

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The Shadow Syndicate Returns part II
Campaign: A Garden of War

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The Shadow Syndicate Returns
Campaign: A Garden of War

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The Fourth Sword of Summer’s Descent

  • It was mid day when our heroes returned triumphant from the dragons lair only to find their ferry from the Creeping Isles vanished and their ferryman Gilreth murdered and mutilated in a way to suggest the Shadow Syndicates return for vengeance. A bloody note stabbed into the ferryman with a dagger called out the party. “Brave fools, Come to Ryker’s Narrow or many more innocents will die. Their lives are in your hands, heroes. -G”
  • The party hypothesized the signature to be Geneva’s, second sister of the syndicate brood. Knowing they had to act fast, Cahal took wing with Lirah on his back; landing on a passing vessel -Gold Fever and asking it’s rakish captain for passage. Heartbreak Hansen was more than happy to oblige for a price (dinner with the beautiful lady) and helped the party to Ryker’s Narrow just before sundown.
  • And so our heroes walked into a vampire trap, knowingly. The fight proved both brutal and lengthy, pushing the party to their limits. The heroes began on their back foot, and only gained the advantage after taking out the pair of vampire priests that had been healing the unholy force. With the healers out of the way, the brood began to weaken, and were slain one-by-one by the party’s brave actions. The vampires we’re “ashed”, but their gaseous shadowy spirits drifted away to the south, presumably to their coffins where they can recuperate and plan their next strike against the heroes.
Creature Name CR XP # XP
Roleplay: On-board the Gold Rush 8,000
Geneva; Second Ruling Sister of the Shadow Syndicate 14 38,400 1 38,400
Enlightened Vampire 12 19,200 1 19,200
Vampire Savage 10 9,600 1 9,600
Vampire-Clerics of Veloris 8 4,800 2 9,600
Goons: Cads and Sharpshooters 6 2,400 8 19,200
Subtotal 104,000 / 7
Total 14,857xp
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Audience with an Ancient Wyrm
Campaign: A Garden of War

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The Third Sword of Summer’s Descent

  • Having spent most of their spells and resources in the fight against the mythic silver-back and his pack, the group decided to camp out the night along the cliffs of the valley. That evening Sarien located the entrance to Rhazilarian’s cave, cleverly hidden by Rohmanar’s illusionary terrain spell.

The Fourth Sword of Summer’s Descent

  • Before entering the cave, Sarien had to dispel the permanent image over the entrance, and destroy the wall of force behind it with his own disintegration. Once inside, a greater glyph of warding triggered the guards and wards spell the loremaster had placed here, creating fog in the corridors of the cave, sticky webs on staircases, confusion of the spelunkers at intersections, false walls and passages, and a magic mouth baring an ominous message.
  • Despite Rohmanar’s well laid wards, the party eventually made their way through the magic maze, and into the great wrym’s chamber.
  • And so our heroes faced their greatest challenge thus far, navigating a parlay with an ancient, powerful, and temperamental magma dragon the locals knew as the Scourge of Riker’s Narrow. Using Sarien’s black-blade to translate the Olde Tongue, the party engaged in flattery, wit, long-winded allegory, and emotional appeal, literally pouring chests of gold and magical items at the great wrym’s feet. Some approaches failed, like presuming to explain history to one who lived it, or presenting the dangerous artifact you carry without first explaining their intent. Rhazilarian mocked and baited, but the heroes didn’t bite; wisely choosing to hold their tongues and spells when things got heated. In the end, the fellowship received what it came for, the translation of the ‘activation phrase’ used to unlock the cube. However the dragon presented them with another problem: In order to open the cube, one must be ring-touched, their mythic god-hood awoke. Fortunately the wyrm could smell the blood of the old-gods in the party’s veins, the’d now only need to survive a ring-fall event and they could finish their quest! Soon, Old Rhaz was nearly stoked to an explosive anger, but his hunger was sated long enough for our heroes to swiftly vacate the lair, feeling lucky to have made it out in one piece.
Creature Name CR XP # XP
Breaking Rohmanar’s Wards 10,000
Rhaziliaren: Scourge of Riker’s Narrow 17 102,400 1 102,400
Subtotal 112,400 / 7
Total 16,057xp
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King of the Creeping Isles
Campaign: A Garden of War

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The Second Sword of Summer’s Descent

  • It was twilight of the Second Sword when the party rolled their carriage up to the gate of Belurn where a Brineshell knight and several town guards waited. The party bluffed their way past the knight, though it seemed like one of the guards had grown suspicious. Still, they were allowed to enter the town.
  • While Cahal, Blithe, and Lirah soaked in the hot baths of a local inn, Ilrune, Sarien, and Cyric went about making preparations for an impromptu magic show. The sorcerers procured an establishment in which to hose the event, promising the inn-keep of the Spread Eagle all of the proceeds while Cyric wrangled a pair of off-duty town guards to act as bouncers. Meanwhile, Marshall Thorne camped on the outskirts of town.
  • At dark the show began! Ilrune gave a rousing telling of heroic acts and feats of near divinity. Most in attendance loved the show, though some were skeptical and suspicious of strange magics. Much drink and debauchery were had. In the commotion the party slipped out unnoticed, seeming to “disappear into thin air” as the locals will come to tell the story.
  • Finally the group made their way to the docks were they were to meet one _Gilreth, “The Grinch” as Rohmanar called him. He kept a dilapidated boathouse near the docks. After flashing the sigil of the Crossed Keys, they were allowed to enter, and Gilreth questioned the party. After some time, he agreed to take them to the Creeping Isles immediately, as Rohmanar wasn’t known for his patience.
  • The party got out of town just as the guard from the gate managed to rouse enough suspicion of the group to seek them out. They sailed north toward the Creeping Isles at once.

The Third Sword of Summer’s Descent

  • They made landfall hours later, and began the trek inland up a steep jungle valley that climbed the volcanic mountain at the island’s center. Rohmanar had warned the party of the savage and dreadful giant apes that stalked the jungles, including their silverback Mok’Orah, King of the Creeping Isles. Once in the king’s court, Mok’Orah was obliged to welcome the trespassers with mythic fang and claw, his four arms dealing out a punishment even the mighty armor-master Cyric couldn’t hope to withstand. But the heroes dug deep, fought smart, and in the end, usurped the simian king of his arboreal throne.
Creature Name CR XP # XP
Roleplay: Magic show in Belurn 10,000
Gigantopithecus Majora 10 9,600 4 38,400
Mok’Ora: Silverback Majora 13 25,600 1 25,600
Subtotal 74,000 / 7
Total 10,571xp
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The Marshall on the Mountain
Campaign: A Garden of War

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Olenjack and his fifty thieves ambush the party along the mountain road to Belurn

The First Sword of Summer’s Descent

  • Having broken through the fortified keep at the end of a wild chase through the mountain passes, our party finally shook the pursuing knights that had chased them from The Brineshell. Their carriage continued to race north along their path, but with the fight over and the adrenaline lost, a great weariness began to overtake the party. They realized they hadn’t slept since their stay in Don Carza’s estate in the Driftdowns two days ago. They’d squeezed information from a Syndicate informant, snuck through Heaven’s Gate, infiltrated a topside party where they battled topiary beasts and syndicate spies, found Rohmanar and revealed the cube to him, fled to the castle, stayed up all knight as the loremaster answered every question he could, then sent them on the wild chase that began on the topside, ended the lives of judges and skyknights, and only now just concluded. It had been an exhausting and exhilarating 48 hours!
  • Knowing they desperately needed rest, Cahal suggested they call upon one of his old friends who was said to have retired to a cabin in the woods not far from their current location. The party agreed and they made their way up switchbacks and steep grades to find the marshall on the mountain.
  • In a quaint cabin tucked into a shadowy wood sat Marshall Alton Thorne’s cabin, all his worldly possessions, and everything the old misanthrope needed or cared to keep anymore. Life was simple in retirement. That was all about to change. Cahal burst through the shutters in bird-form before becoming himself and asking Thorne for a place to stay for his companions. The old lawman wasn’t happy about it, but he supposed he owed the druid for the allegiance they shared with the Rootbound Brotherhood.
  • The rest of the group made their way to the marshall’s cabin slowly trudging up the narrow path and leaving their carriage behind. Once everyone was in the cabin, Cahal would beseech Thorne to help the group further in their cause, to help them transport a dangerous object. They showed the cube to Thorne and explained it’s wicked purpose.
  • Still, the party fumbled through explanations, ultimately revealing that they were being pursued by the kings men in association with a host of “false charges” that had been raised against them. Not just that, but the party had battled and killed two Judges of Oldar, and a Skyknight. The group sounded more guilty with each fumbling justification.
  • Ultimately the marshall, a wise and discerning man, understood their predicament. He supposed the threat this artifact posed to the realm was greater than any qualms these adventurers might have with law enforcement. And so Alton Thorne vowed to help the party, to see their quest through. The marshall whistled his wolf-hound to his side and picked up his badge, he had preparations to make.
  • While the marshall worked to prepare for the journey, the rest of the party slept hard after their many battles. Late in the evening they were all awakened by hellish nightmares that seemed to originate from the cube; visions of murdered allies, home trees burning down, drowning in ethereal sap and worse. They woke simultaneously in a cold sweat, shaken be the visions the artifact had imparted on them.
  • It was time to move anyway, the group had decided to move at night to avoid detection. They made their way to the carriage, packed their things, and headed off down the mountain and away from Thorne’s simple life.
  • While traveling along the road north near midnight Ilrune received a vision, though it lacked any auditory information. The oracle saw many figures standing upon a massive rock. Two groups seemed to be meeting and striking a deal as the lead figures, one barbarian a woman of stature, the other a savage wearing a blackened skull for a mask. Surrounding them were barbarians, militia, and a group of grizzled warriors; a gunslinger, a greybearded knight, a priest of calune, a wild sorceress, and more. With the leader’s handshake came a an apparent cheer from the crowd and a chant was started among the militiamen, their lips reading “QUEEN, QUEEN, QUEEN!” As the illusory sun beat down on the barbarian woman, a crown of light seemed to shine above her short cropped head of golden hair. With that the vision ended. Ilrune told the group what he saw, though they weren’t entirely sure what to make of it.

The 2nd Sword of Summer’s Descent

  • In the earliest hours of the morning our heroes encountered a traveling minstrel along the the moonlit road. “Baldrick Bladesong” he called himself. The conversation was mostly mundane. The party inquired of happenings in Belurn, or further. Baldrick told them the area had been normal, but the earliest rumors had begun trickling in from the colonies that they had been overrun by a savage horde – “orcs and goblins and other such nasties bandin’ together is a grim tiding no doubt”.
  • By noon the party was nearly half-way between The Brineshell and Belurn when they were suddenly ambushed and surrounded by a small army of men. One stepped out on a nearby ledge introducing himself and his entourage as “Olenjack and the Fifty Thieves… fifty one if you count the fire-drake.” There was indeed a fire-drake in the bandit-kings employ; and at his order all fifty-one descended upon our heroes and were subsequently scattered like leaves on the bay below. Olenjack was foiled by a single spell from Sarien’s book, a devouring pit. Olenjack was spit up a few minutes later, beaten, bloodied and humiliated by the hungering spell. His army scattered, the heroes figured he posed little more threat and let him live, carrying on their way north to Belurn.
Creature Name CR XP # XP
Roleplay: Marhsall Thorne’s Intro 10,000
Olenjack 12 1 19,200
The Fifty Theives 4 1,200 50 60,000
Subtotal 89,200 / 7
Total 12,742xp
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Escape from The Brineshell (Part II)
Campaign: A Garden of War

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The First Sword of Summer’s Descent

  • Outside of the city, beneath a solitary tree sat Ilrune the wandering seer. He had traveled here following visions. His last far-sight was three days ago, and it was of this tree outside the city. So he sat and contemplated. His quiet thinking was soon to come to a crashing end.
  • From the sky soared a treasure laiden carriage with a team of horses before and a pair tied up behind. Within and atop the coach rode what appeared to be Brineshell elites, aristocrats of fine dress and stature; though these were clearly imposters judging by the weapons they wielded and the fearlessness with which they steered a wagon through the sky. Ilrune quickly realized it wasn’t so much flying as floating, and it was on a direct collision course with the tree that he sat before. From the coach flew a bead of fire. Ilrune retreated and the tree ignited in flames, weakening the limbs. The carriage crashed through the tree and landed on the road beyond. With a bounce and a skip the wagon touched down and blasted its way north along the road. Ilrune was quick to pursue.
  • Cahal spotted the oracle and recognizing him, flew down and quickly updated Ilrune on the situation. He vowed to help the party escape the city before asking any more questions.
  • There was little time for banter for the party was pursued by the castle garrison; most dangerously a pair of sky-knights in service to a foreign liege. Our heroes raced through mountain passes, battled across precarious bridges, forded a raging river, and blasted through the fortified gate and keep atop the mountain’s ridge; all while fending off lances, swords, sinister spells, and the wrath of Dimeria’s chosen warriors!
  • Most knights were simply slowed or removed from the chase, a few were killed in the struggle including one of the two avian-bound cavaliers and her winged steed. Her companion sky-knight doggedly pursued the party and battled Cahal over air superiority until he was the only enemy left and stood little chance on his own. He fled, vowing to return in time.
Creature Name CR XP # XP
Brineshell Knights 7 3,200 12 38,400
Brineshell Wizards 6 2,400 2 4,800
Skyknights 11 12,800 2 25,600
Hazards of the Chase 10 9,600 1 9,600
Subtotal 78,400 / 7
Total 11,200xp
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