Tantron

Session 1
Beginnings and Endings … and beginnings
  • in a galaxy far, far away, misfortune falls upon five adventurers, who all die in various circumstances:
    • Æshan Valandier, a elven battlemind human knight, who has rather a big opinion of himself
    • Brandis, a half-elf warlock who has a displacer beast called Werner
    • Eli, a elf ranger who found himself with a mysterious crescent moon on his forehead which lead to his demise
    • Gorgon, a Goliath slayer with a penchant for taking trophies of his kills
    • Valaya, a deva Ardent cleric who swims in the deep end of the alignment pool
  • all are resurrected by the mysterious being called Lavok, a lich, who lives in the plane called Tantron along with his imp Sespanar
  • Lavok has resurrected the party so that they can help him close down rifts that have been appearing in various planes; he also sends them to help the noble family of Finch (?)
  • after entering a portal to the plane of Penril and entering the city of Silvergrale, the party agree to help the Finches recover their daughter, who has gone into a forbidding forest to look for her grandmother
  • after entering the forest, the party comes across a cottage in the middle of a clearing; the cottage belongs to Nana, who after welcoming the party in transforms into a werewolf
  • party fights of Nana, who retreats after biting Brandis
  • after exiting the cottage, the party is then attacked by the daughter, who is quite magically gifted herself (which she demonstrates by controlling the huntsman who had been accompanying her, and raising a dead bear the huntsman has killed)
  • after defeating the daughter, the party heads towards an old temple were a group of cultists appear via a portal
  • after the defeating the cultists and closing the rift, the party deposits the daughter back with her family; unfortunately Brandis also succumbs to the bite Nana gave to him and collapses into a coma

After several adventures the party is joined by Cerama, who also has business with Nana

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Session 2
An entry in the Chronicles of Æshan Valandier

Mortified at the loss of our party member, the team set off to track down and kill the were-grandma that struck him.
After searching the town for news, we found out some children had been taken, and we headed out to find them. On the way I found a young imp, and have signed him on to help me write the volume 2 of the chronicles of Æshan Valandier. Eli had a premonition, which he gets some times, after looking at a wanted poster of a strange room filled with snow in the woods, and was able to lead the way.

Following his directions we came across a large cabin made of Candy!!
After examining the house, went inside only to find Nana Wolf running down the stairs to cast a deadly spell. On the table, little jelly snakes and frogs suddenly came to life and struck. We took them out but one of us (Me) suffered heavy damage.
It also became clear that a magic spellcaster was something our group was seriously lacking. Must heal that wolfbite!

We then headed upstairs just in time to see Nana grab two children out of a cage and then whoosh, she hopped into a fireplace a dissapeared. However as she left, more jelly creatures came to life, including a Gelatinous Cube! We defeated them but that gelatinous cude was a real bastard. I think 3 of us were dying at some point, I died more then once. (turns out I’m too good a defender, every hit goes my way). We healed up and hopped into the fire.

This took us one floor up into what looked like some sort of baking oven. There was a conveyer belt that we moved along, and periodically there were cooking ovens that would send you to another part of the map, and do some damage too. The room used to bake cookie gargoyles but now some had come to life!
This encounter went a little better, nobody died, and we were able to use the ovens to our advantage, getting the enemy burned while being ok ourselves.

By the end of this encounter, my 14 healing surges were down to 1 and everyone else had suffered some damage too. Fortunately we had a ritual that allows us to split healing surges, so I took some of Aislings so that I didn’t permanently die next round.

Then we found out how to turn off the oven, and climbed up one of the heating vents. This took us to the next level where we found Nana and the kids. The room was the same one Eli had a vision of, but it wasn’t snow, it was icing sugar. Nana cast one last spell and leapt out the window leaving us with the children … and a monster slowly forming out of the icing sugar.

This last guy was quite hard. it was a solo, that a first looked like a tiger, but then, as we did more damage, the sugar changed shape and a new creature burst forth (dealing “sugar” typed damage). After one final blow, the beast exploded! And we found our way out and returned the children home.

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Session 3
A conversation between two hunters

Hannah’s email:

Gorgon enters your sickroom carrying a burlap sack with a bloodstain on it, looks at your sweat streaked face and increasingly feeble body. He shakes his head in disgust.
“Curses are a cowards way to kill people. You can be strong in battle, take many lives and some slimy werewolf lands one touch and you end up writhing in bed for weeks. I hate cowards!”
Gorgon looks around your room and sees the Werner, displacer beast, lying dejectedly in the corner.
“You fought bravely as well, beast. I brought you something from our battles. Brave warriors need to be well fed.”
Out of the burlap sack, Gorgon withdraws two rats tails, each over a meter long and ten centimetres in diameter at the base. He throws them to the dejected Werner and slides down the wall to sit next to him.
“Let me tell you about how I got these…
We arrived back in Silvergrail to try to track down Nanna; you know the coward werewolf who left your master in this state. There was no definite sign of her in the city but there were some notices on the town notice board that reeked of her; children missing from the town. There were four notices on the board: A class of children vanished from the school yard, a young girl missing; known for her remarkable hair, a beautiful young girl missing to be returned to her loving step mother and the daughter of the mayor stolen away to a castle.
First we went to investigate the school yard as if was our only real lead. There was a pathetic hysterical school teacher there who couldn’t tell us anything useful. What kind of school teacher loses a whole class of children and has no idea how and well?
We found the racks of the children in the school yard and with the guidance of the weird vegetarian elf Eli. We left the town and marched out into the forest. Past the mewling neglectful parents who were searching for their children in the very fringes of the woods.
Eventually we found ourselves outside a house in the middle of the woods and as we snuck towards it; Valaya gave the game away. Before we could fully approach the house a woman appeared on the deck to ask us whether we had the towns’ payment for the rat removal services that she had provided. We quickly realised that she had taken the children in placement of the town’s payment. After that it was only moments before we were in the thick of battle.
The woman on the balcony drew a pipe from her pocket and played a tune on it; producing three enormous rats which attacked our party relentlessly. On top of this the piper used a magic from her pipe to make it hard for us to see our enemies and she kept Eli blind to stop him from shooting her. After a tough battle we completely overwhelmed her trussed her up like a turkey to take back to the towns’ justice. Before we left I cut the tails of the giant ferocious rats that had attacked us. The biggest of the tails went into my collection and the other two I saved for you. Eli took he pipers’ Dusky Armour as his trophy and can now turn invisible.
We took the piper witch back to the town who had the gall to set her free and commission her to remove the rats from a different part of town. Some idiots can’t be helped. I’m sure you know that. Though I was pretty unhappy with the people of the town for their stupidity we had to keep looking for Nanna so we took on the next notice on the board. We went after the girl who’s step mother was searching for her. Apparently she was last seen in the company of dwarves. We trekked back into the forest (there’s a lot of stuff going on in there) until we found a house with a tiny little door. We snuck up to peer in the windows and spotted the dwarves. After some inspection we knocked and spoke to a number of dwarves. They were reluctant to talk to use but we discovered that they were having some pest problems in the mine and that their lady friend was stuck in there. Aeshan and Valaya managed to convince some of the dwarves that we were exterminators and they hired us to wipe out the spiders in their mine.
The mine spiders were particularly tricky and nastily poisonous (usually I disapprove of poison but when it is in a magical beast it just makes me want to kill them more). There were 6 Bloodweb Spiders and 3 Bloodweb Swarms. The fully gown spiders were a breeze but the swarms were surprisingly potent. Eventually though we overcame them and (after I took some fangs from the spiders as trophies) we freed the girl. Aeshan, womaniser that he is, tried to seduce the pretty girl. He made a complete fool of himself but she seemed to find this endearing and before the end of the day had passed on to him an amulet of seduction, which should help him next time.
The girl gave use her name, Snow White, and told us her story. She had been rescued from her evil step mother by the dwarves. She begged us not to talk her back to her step mother (as if we would condone the kind of behaviour that kills defenceless children; where’s the challenge in that). We took her back to the dwarves and were handsomely rewarded for our services. Despite our successes we were feeling a bit disheartened because we hadn’t seen a sign of Nanna yet. We went back into the town and checked on the notice board again.
A new sign was posted there telling of a boy who had seen a wolf! We tracked this boy down and found him in the field. His story wasn’t very convincing but there were some wolfish looking tracks where he said they would be. I was a bit suspicious about these; they didn’t seem natural to me but we followed them anyway. It turned out we were being lured into a trap! The weakling wizard that we took Horatio (Aeshan’s imp)was in the process of setting a trap for us. There was a beautiful young woman with him who seemed very bored with him. Eli tried out his new armour by sneaking over and taking the sword from the woman. Foolish elf didn’t realise that he would become visible as soon as he took it! The battle begun. Despite his obvious weakness the mage proved to be tough competition. Aeshan and I spent a lot of time shackled to the roof by rock and we might have been in some trouble if it weren’t for Valaya’s resourcefulness. She managed to convince the woman to stop fighting us on the grounds that we would take her out to dinner. We had almost destroyed the mage when he fled (showing his true colours). We will get him for that at a later date. We went back to town to take the woman to dinner and rest for the night before tracking down another task that might take us closer to finding Nanna. The woman seemed to be very interested in Valaya and as a parting gift gave her a headdress of disguise which will let her disguise her appearance as that of another, similarly sized humanoid.
In the morning we set out to investigate a suspicious looking tower that we had seen in the woods; thinking that one of tasks on the notice board might be referring to it. We approached the tower and found that there was a woman in it with hair that cascaded all the way down to the ground. As we approached to talk to her the air shuddered with the arrival of the most awesome beast imaginable. A green dragon! As soon as I saw it I knew I must take it as a trophy. We fought hard to subdue it and rescue the girl but again we were thwarted! As we bloodied it and I was trying to decide whether to take its head of its’ talons or its’ wings it decided to leave. It told us that ‘she’ would have to find someone else to do this work and left. Talk about frustrating! A dragon talon would look terrifying on my belt! And no real sign of Nanna; even if the dragon was talking about her we still know nothing! At least we rescued the girl. We took her back to her parents who were so grateful that they gifted us with a bag of holding. This could be useful in the future; at the moment I am forbidden to carry my trophies in it but I will convince the others in time.
So I am sorry to say your master will be like this a while longer. I will bring you some more wild meat soon to keep you going. The hungry, the underfed and the unprepared fall in battle. You should learn from our experiences.”

Gorgon patted Werner on the head and left the room.

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Session 4
Adventures on the plane of Bessen

Some info on the town that the party, who have begun calling themselves Rift Warriors, were sent to close another tear in the fabric of the planes. They eventually discovered that the tear was concealed below the waters of a nearby lake and so had to devise a way of surviving underwater!

Carow’s Hamlet
is a hafling village in the Bessen plane. It is a quite, pleasant village that houses some brilliant artists and an otherwise very supportive community.

  • Population: 250 haflings and 8-12 people of other races. The town is particular about what outsiders are allowed to live within its boundaries but, once welcomed, a member of a race other than hafling becomes an accepted member of the community and a brother or sister to the little people. This privilege allows them to build or buy a house and vote in local politics, if the individual so wishes.
  • Government: mostly communist. It is considered an honour to hold a formal position and those who do are respected for their community work. For matters of importance to the community, all who want to vote, regardless of age or other personal characteristic, come together and have a chance to be heard and pass their vote on in a council. Such decisions are then carried out by the officials or town guard.
  • Defence: the Hamlet is policed and protected by a volunteer force known as the Blue Cloaks. When old enough to apply for a trade, most citizens of Carrow’s Hamlet first do a tour as a Blue Cloak while other citizens become life-long part-time members. A handful of citizens are full time members of the Blue Cloaks and make up the governing body. About 10 Blue Cloaks will be on at any one time, but more than 100 residents consider themselves members of the force.
  • Industry: primarily, Carrow’s Hamlet is known for its craft work. The city has a variety of master artisans and crafters who are renowned in the region and beyond as creating the most beautiful and functional of furniture and sculpture. There is enough farming done within the township to support the inhabitants, but income from selling the crafts is spent on increasing the variety of food available to the residents and buying other essential supplies.
  • Religion: the people of Carrow’s primarily worship Brighid, daughter of The Daghda and goddess of crafts and smithing. There is a small but well furnished shrine to the Dagdha, chief of their gods, and a larger and more opulent shrine to Brighid.

A devious ghost who haunted the mansion in which the players found the below ritual which allowed them to get below the lake near Carrow’s Hamlet:
Animating spirit

How the party got to breathe underwater comfortably:
Ritual

The Baron! Who was the final boss under the lake near Carrow’s Hamlet and almost totally wiped the party out…
The baron

After having defeated The Baron! and closed the rift under the lake, the party were returned to Silvergrail and began again their hunt for Nana and the return of their lost travelling companion! They confronted the Three Little Wereboars and almost caught Nana before she escaped on the back of a green dragon:
Dragon

Fortunately, the party followed the dragon and Nana to the clouds and ended her awful curse on Brandis in an amazing fight. Here is Jack’s Gaint (of the beanstalk fame) who the party cleverly tricked into helping them defeat Nana to rescue their companion Brandis! With his help, it was a great victory!
Giant

Now the party is just about to return through the portal to Tantron and their awakened friend and fellow warrior, Brandis.

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Session 5
Hey Mummy, I'm all better now!

Note: Aisling is away

  • Party returns from Silverglail, on the plane of Penril after successfully slicing Nana in half and bringing her remains to Tantron to hopefully cure Brandis, find that he is already up and walking
  • Æshan is being a wuss wrt food, has a fat imp
  • mission: the Berenyengi have set up a pocket dimension as a beachhead into several other planes; Lavok will bring Tantron “in contact” with this dimension in order for the Rift Warriors to hop over and stop them
  • Lavok has an ally, Tharabis the Vrylocka, who has infiltrated the Berenyengi and will be able to help
  • Berenyengi have set up a magical device that cancels out most of RW’s powers, should destroy that first before facing the leader (who is very powerful)
  • Lavok can only keep Tantron in contact with the pocket dimension for three hours – clock is ticking
  • Party appears in pocket plane, discovers Berenyengi are using thralls that are enslaved by red glowing collars that are sucking up their life energy
  • Berenyengi controllers have black cloaks with symbol over breast
  • after a few fights (including a very dicey encounter where Æshan fails spectacularly to bluff the Berenyengi and allows them to get close to us, and one where we have to rescue Eli after he uses his invisibility armour to get himself dying) eventually meet with Tharabis (after some spelunking by Eli), who is guarding aforementioned magical device (big red floating sphere)
  • with Tharabis’ council, are able to destroy device and head to where the local leader of the Berenyengi is
  • come face to face with Bloodkiss, a mummy, who is very confused as to why his thralls have suddenly regained their freedom (happened when we destroyed magical device)
  • over the course of the adventure, Eli has visions that reveal all of us in a past life knew each other, as well as Lavok and Bloodkiss when they were alive – Bloodkiss confirms that he knew Lavok, and says that Lavok strayed from his group’s purpose; Eli has a vision of all of the RW and Lavok facing down Bloodkiss (and killing him?)
  • back in the present, Bloodkiss has killed all of the slaves that were in his vicinity and commences a fight with the RW
  • after our victory, plane starts to disintegrate – party splits in two to find Tharabis and to get any loot; find around 20 slaves that were hiding; Lavok brings everyone back to Tantron, and readies himself for questioning …
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Session 6
Azcapitz-whatnow?
  • after getting the slaves quartered, the questioning of Lavok begins; we find out that
    • Eli’s name was Bellreign
    • Æshan’s name was Fivestring
    • Natalia’s name was Cerama
    • apparently weren’t chosen by Lavok; we choose to help him
  • unfortunately, soon have to rush off to stop the Berenyengi again; Valaya has been undercover in the city of Azcapitzalco Teremal, where the enemy has been been building portals (again!)
  • party portals to Teremal, soon comes across a group of escaped slaves, and a Berenyengi (and his not-so-escaped thralls) that was sent to look for them
  • escaped slaves … escape, party subdues controller and his thralls
  • Brandis manages to get a look at collars, which are different to the ones used by Bloodkiss; these one glow bright blue, and saps the subject’s willpower; additionally he figures out how to detach them AND attune them to him
  • party questions one of the slaves, Lenith; doesn’t know much about what the Berenyengi are up to, just that they’re doing something in the temple, which is in the middle of the river and separated from the main part of the city; after Brandis removes Lenith’s collar, he agrees to help the party
  • party wakes up the other slaves, who promptly get run away from the party
  • party wakes up Berenyengi, questions him using one of the collars; find out:
    • a list of planes that the Berenyengi are creating portals to
    • leader of the Berenyengi here is called Cortez, who is actually alive
    • confirm that portals are being created in the temple (underground)
  • after questioning the Berenyengi, he is decapitated by Lenith
  • party infiltrates city by dressing up as a combination of Berenyengi and thralls; Lenith stays outside
  • using Valaya’s information, party meets up with a slave named Hurkon, who tells the party that some other slaves are planning to revolt; party uses this information to have the slaves rebel in the morning, after Brandis frees some of them
  • in the morning, party uses the slave’s distraction to pull the guards off the bridge leading to the temple, and after some epic bluffing by Æshan manages to get some of the Berenyengi in the temple out AND gets one of the to prevent anyone else from heading down
  • party heads down into the temple …
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Session 7
Sympathy for the Skeleton
  • party enters a room with many corridors branching out
  • corridors have (at first) pictograms (which Valaya is able to read) detailing the history of the civilisation that created the temple: used to be a primitive civilisation, then a more advanced civilisation opened a portal to their world and gave them advanced science & technology, including a ceremonial dagger that they used to open portals to other worlds. Civilisation used dagger to open portals to many worlds, including one they really shouldn’t have. After much conflict, they managed to close the portal, and instructed a guardian to protect the dagger and prevent anyone from using it (note that pictograms eventually evolve into a proper alphabet). The civilisation then entered into a golden age, and the guardian became a cultural center-point, with celebrations being held every year in its name. The guardian was reportedly very fond of children, and vice-versa.
  • party comes to sleeping quarters, attempts unsuccessfully to collar some of the sleeping Berenyengi and manages to bluff their way out
  • enter kitchen, after managing to get some of the Berenyengi out with the promise of drugs, we collar the rest; unfortunately we find out that the collars aren’t working as well as they do outside the temple for some reason; Brandis also finds out that now removing collars kills the slaves
  • also unfortunately, we have raised the suspicions of some of the Berenyengi; after going through a storeroom we end up fighting, though the Berenyengi run off to warn the others
  • party heads down, goes through a ‘puzzle’ door (which the party quickly deciphers), get down to an altar; (upon going back to inspect the altar, which is actually a new altar bolted on top of an older one) Valaya is able do decipher the runes on it (despite not knowing the language) and know that it represents a chant; she also gets a very unsettling but familiar feeling, and the word ‘She’ pops into her head
  • puzzle door shuts behind party
  • moving on, party encounter a blowing blue pyramid set into the floor, which is obviously responsible for the slaves’ collars; Brandis is unable to divine anything about it, Gorgon’s and Æshan’s weapons pass straight through it, as does Brandis’ eldritch bolt (though thankfully one can physically interact with the device without anything bad happening); however slaves’ collars seem to magnetically attach themselves to the device, and nothing the party can do can separate them
  • moving on, the party comes to a wide open room, populated by a sphinx sitting on a chest, as well as two giant skeletal beings; this is sphinx is the aforementioned guardian, as is rather unimpressed with the party (as well as Cortez); one doorway out of the room is blocked by some kind of arcane trap, so the party heads out the only other exit …
  • to encounter Cortez himself! Cortez is performing some sort of experiment on two slaves who are laying on a stone tablet; about a dozen other slaves are being help in a cage; Gorgon and Æshan promptly charge Cortez, who promptly teleports to the other side of the room and sets the slaves on the party
  • the Rift Warriors triumph, after Cortez demonstrates his mastery of teleportation and portals, and Valaya demonstrates her disregard for slaves’ lives; the arcane traps guarding the doors disappear
  • the party drags Cortez’s body back to the Sphinx, whose opinion of the party improves; party finds out that Sphinx’s name is Rick (or at least that’s the name it gives); Rick used to enjoy the children riddling him until the children stopped coming, also Cortez was trying to figure out a way to teleport Rick out of the room, Rick was supposed to stop anyone using the dagger
  • after answering two out of three riddles, Rick allows the party access to the chest and disappears through a portal to an unknown destination
  • Brandis opens the chest to find the dagger, which is shaped like an Egyptian ankh; dagger appears to be inactive, but has ‘the potential for magic’
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Session 8
Death is in the Eyes of the Beholder
  • session resumes with the party still in the ‘sphinx’ room, party moves down the previously blocked corridor
  • runes tell more of the civilisation’s decline: they sealed the area where the portals used to be, and assigned guardians to watch it; come to some runes that Valaya can’t decipher, but make her feel uneasy
  • party comes to a room with little of note besides a door with (slightly magical) runes that say “If you are wise, you will not pass”
  • naturally the party enters, and comes to the another door with another set of runs: “For the sake of those above, do not go below”
  • again the party enters, and they come to a large room with a movable floor (which is trapped, and can immobilise the party), and two brass golems!
  • after a vicious fight, the RW are triumphant and the golems have collapsed into little balls (Gorgon claims one)
  • a group of Berenyengi (cultists and slaves) arrives to harass the party, but quickly leave so that “the party can die in the depths”
  • party continues on, and faces a set of levers with the numbers 3, 2 and 4 above them; solution is in the classic sphinx’s riddle (indeed, when puzzle is solved the light momentarily goes out and reveals runes that say “The sphinx knows how to pass”)
  • the party then enters another room, with one terrified cultist … and one beholder!
  • Behaving very courteously, the beholder, Lord Quinaximillion invites the party to sit down (on chairs he creates); Brandis tries to bluff Quin, which fails spectacularly as Quin already knows that the party has killed Cortez
  • during the conversation, in which Quin dominates the cultists, he:
  • inquires about Brandis’ source of power
  • inquires about Valaya’s name; when she reveals it, Quin has a moment of recognition, but dismisses it saying that Valaya couldn’t be the same woman
  • insinuates that Lavok is in fact not the one in charge of the party
  • says that the party’s efforts to save the various planes will come to naught, as “She will be here soon”
  • Quin offers the party a chance to walk out, but the party does not take it, leading to one of its most deadly fights yet – Eli dies, but Valaya is able to bring him back, giving him a purple scar on his left hand
  • Unfortunately, Æshan also dies from the effects of the Quin’s abilities (though he gives an epic death speech)
  • the party also fails to kill Quin, as he escapes through a portal to a place with a sea of fire
  • the party finds an inactive portal, which Brandis further sabotages; they also find a bunch of Berenyengi, who also retreat through a portal
  • the party then heads back out through the temple, finding that the mysterious blue device has vamished, and the town in chaos as all the blue collars have detached and fallen of the thralls
  • the party exits the city, meets up with Lenith, and heads back to Tantron, with one fallen colleague …
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Session 9
See, this is why no-one likes halflings
  • the campaign resumes with the party having taken their fallen teammate back to Tantron; after a brief discussion Lavok takes Æshan into a quiet area (after demonstrating the ability to have Tantron create new rooms within itself) to try and bring him back to life
  • one by one, the party retires to rest and they fall into a fitful sleep, where they all have to same dream of getting up, and walking to the place where portals typically appear
  • despite there not being a portal, each one of the party walks to and through the corresponding place in the wall … meanwhile, Lavok is sitting crosslegged with Æshan’s body; lights begin to envelop the room, and one light heads to the portal room and disappears into the wall …
  • the Rift Warriors all ‘wake up’ in the middle of a forest – but they are not in their own bodies, as they are apparently reliving/remembering (?) their past lives:
    • Æshan Valandier is Jonathan Fivestring, a bard (whose character is rather unchanged from Æshan …)
    • Brandis is Rowan Kensei, a Sword Saint with an avian companion called Idaho
    • Eli is Belreign the Quiet, a blind man with the power to manipulate the air
    • Gorgon is Artemis, a valiant war hero
    • Natalia is Samara, who we learn is in a relationship with Lavok
    • Valaya is … Valaya
  • also with the RW is Lavok (as he was when he was human) and a halfling called Gregor (who does nothing to improve any-one’s impressions of halflings)
  • after quite a few moments of confusion, Eli/Belreign informs everyone that they are experiencing their past lives; additionally, Valaya was/is one of the Berenyengi, being a high priestess of She (some being who is generally bad news); however Valaya has turned against the Berenyengi and is helping the party & co to fight them … somehow
  • the party heads through the woods and comes across a graveyard and church; a group of Berenyengi are there digging up graves, lead by a huge being made of webs, searching for something to do with an elephant …
  • after trying to cosy up to the Berenyengi, as they still seem to recognise Valaya’s high position of authority, Gregor ruins the surprise by attacking early
  • party eventually triumphs, and heads into the church; Gregor keeps prodding Valaya to get on with it, and after Brandis/Rowan reminding hey, Valaya says the chant that she remembered in the temple from the previous adventure
  • runes appear on an altar, and a portal opens up to another place …
  • the party & co appears in a large room, with a Berenyengi who appears to have the ability to split himself; this person (?) says that we weren’t expecting the party, and he splits into two people which head down separate corridors to ‘prepare’
  • Lavok and Gregor chase down one person, and the party heads down the other; in the following room the person opens up portal, and 3 winged creatures appear and fight the party, while the Berenyengi hurries on
  • after defeating the creatures, the party is trapped in another room, with poison gas flooding in, some sort of magical force field blocking the two exits and a spirit of a dead dragon attacking and possessing Æshan
  • after a long, long time the party kills the dragon spirit, stops the gas flooding the room and breaks through one of the force fields, and moves on …
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Session 10
Get (your blood) off me you damn dirty ape!

Note: Tash absent

  • Party proceeds on from the poison gas trap room into a corridor, running into Lavok and Gregor (who have been led on a merry chase by Duplicate Man); they keep proceeding through a warren of corridors (with Lavok and Cerama putting runes onto the wall)
  • corridor becomes hotter and more humid, and we see vines that have burrowed through the rock
  • vines become more frequent, party then comes to a magical field which leads to a ‘duplicate’ of the world; field is harmful to pass through, so Lavok, Cerama and Gregor manage to create a small rift through it, allowing the party to pass through (though L, S & G have to remain on the other side)
  • party comes to a room with a raised dais with some sort of hound on it, plus 3 spider each near a statue (blue giraffe, green owl, purple gazelle); Jonny 5 tries to ride the dog, with limited success; party eventually defeats all the enemies
  • party then proceeds through another warren of corridors, this time guarded by primal spirits of birds, panthers and some sea-faring creature; the panther (presumably) desires food, the birds desire to feel the currents that make them soar, and the sea creature desires water to swim in
  • after getting attacked by the first panther, the party learns to appease them with meat
  • party also gets attacked by apes at certain points in the corridors
  • Belreign creates thermals for the birds to soar in, and the party pours out water for the sea creature
  • party then comes into a large room, with sandstone tiles on the floor and ceiling; the ceiling is also covered with a mural of animals gathered around the watering hole
  • Belreign, after floating out into the air, unfortunately lands on a tile that explodes; he lands on an adjacent tile that seeps out orange fluid
  • the party travels throughout the room, discovers more explosive tiles, as well as tiles that ooze green and red fluid – they eventually find out that the room resembles the game of Magical-trap Sweeper, and cross safely (more or less) to the other side …
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