Wednesday, December 2, 2015

Shadow World - TE 6052-02-10 to 6052-02-11 - "Into the Catacombs..." - Session #3

We begin outside the capital of Rhakaan.  It is a typical cold, dark, and rainy Haalkitaine evening.  Nearby the Sunset Bridge a cryer tells of Frelik’s defeat while thirty feet away the usurper’s dead body is skewered and strung up.  Not only Frelik but hundreds of his men, spiked to poles outside the city walls. All pale and bloodless in the relentless cold rain. The cryer also reports that the Crown has been retaken and is in the possession of King Kenek Janus Faslurin.  King Kenek is Tyrus’ eldest brother: a war disciple like his father. Seeing Prince Adkar in among the group, the Ice Gate guards allow them duty-free entry into the city.  


Their magician friend they met in Lethys, Jymsan Ixata-Centarus, appears to be waiting for them while enjoying a drink under the front porch of the Phoenix Arms Inn.  In greeting the party he explains that he and Nukiti Melenka (the thief) arrived just last night via a Eidolon Trading Company skyship.  Nukiti is not around at the moment.  He is undercover mixing in with the locals looking for information about the Sceptre of Khom (also thought to be lost in the catacombs).  The party quickly adopts Jymsan.  They share their tales over a late meal.  Meanwhile, the mentalist, Mordon Noek, visits a nearby bordello and miraculously emerges disease-free.  They all stay the night at the Phoenix Arms.


In the morning, an emissary of Kenek greets Tyrus in the inn’s common room.  Tyrus learns that his brother (the King) wants Tyrus to stay low-profile with respect to the Imperial Court.  Tyrus wants nothing to do with politics or royal life so he does not complain.  The emissary hands over the keys to the Phoenix Villa, a large midtown mansion just down the street.  During the tour of the villa, Tyrus learns that the King dedicated two full-time servants and a squad of experienced imperial guards to watch over the place.


They move on to locating the catacombs and the Phoenix Sword.  The mentalist intuites that the Haalkitaine Library is the place to go.  They arrive in an ancient structure that dates back to the Second Age, over 6000 years old.  They ask librarians what they know about the legendary catacombs below the sewers.  Somewhat to their surprise, the library officials tell them that the basement of library has been haunted of late.  Staff no longer go down to the Rare Books section without dread, especially at night.  There are many reports of spirits, jangling, moaning, haunted wails all emanating from a locked room adjacent to the lower level Rare Books room. It all started after a scary looking priest of Klysus spent the better part of a day in the Rare Books room though they state he was supervised at all times. Anyway, the librarians ask for help and the party says they are able to assist at once.


Taking the party through the subterranean Rare Books room, the librarians then unlock the door to the haunted room.  They find it odorous but empty except for a iron grate obviously leading to the sewers. The librarians stand near the sewer entrance while the party descends a twenty-five foot vertical chute.  They emerge in an eight-foot wide trapezoidal blue granite sewer tunnel directly beneath the library.  Tyrus leads the way his sword flaming like a torch.  The smell of the sewer water is awful.  It is about one foot deep and flows south and westward.


They discover some sort of fissure or excavation about forty feet south of where the library ladder left them. The sewer flowage spills down that narrow tunnel to the southwest creating a “muddy” slide into the unknown.  Jymsan encants a three foot high stone wall blocking water from filling the tunnel from now on.  On the climb down, Tyrus accidently slips and slides all the way fifty feet down in offal spraining his ankle in the process.  The others manage to follow without sliding.  They find themselves in a large calcified cavern that has a steeply sloped floor pitched west.


They hear insectoid clicking from the opposite side of the cavern.  Next thing, giant Jadeback beetles swarm them from the south.  Seconds later, Jymsan positions a wall of flame causing the human-sized dung insects to retreat.


They find a rough stairway carved into the steep sloping floor.  The stairs to the higher elevation east lead to a vault door with a wrought metal lock mechanism and door handle.  Leading downward to the west, the stairwell changes from rough hewn dug in the cavern floor to a man made stairwell leading even deeper. Sewer stains it all, but it appears the water must drain somewhere while the Jadebacks apparently skim off the fecal matter.


Turning their attention to the eastern vault door first, the mentalist attempts to lift the door handle with his telekinetic powers.  The next instant a lighting ball trap explodes directly in front of the door. Luckily, the party were all out of range.  Not wanting to deal with this, they head west down the stairs.


They descend to find another stone vault door to right of the man made stairwell.  They determine the dotted script on the door is Taranian, an ancient race with unimagingined technology.  The door does not have a handle or any other obvious means of opening, so they bypass this door for now as well.  Continuing down the western stairs there is a right-turn to the north.  As they take the turn, four armored skeletal warriors burst through a set of double doors intent on killing.  In less than a minute Cad slays three himself: two with repulsions and the third with his undead slaying mace.  The rest take out the fourth even though Tyrus trips over an imaginary dead turtle.


From the antechamber where the skeletons emerged, there is pair of closed doors on the far west wall.  This is when Tyrus’ flaming sword begins glowing just a bit brighter.  With quiet confidence, he tells the others more undead are on their way.


The mentalist uses his telekinesis to open those doors.  They open into the side of a twenty foot wide hallway that is domed fifteen feet up.  The north and south ways both lead far into the darkness.  To their right (the north) about fifty away and moving quickly toward them are two eight foot tall armored skeletons with red glowing bones.  They wield wicked-looking bastard swords.


The party holds their position.  Cad and Tyrus brace themselves in the open double doors.  The skeletons move in surprisingly quick and attack.  As a first blow, one lunges its sword crushing Cad’s side, breaking bones and grievously destroying organs. Cad collapses and is only seconds away from death. Tyrus quickly slams the double doors leaving the skeletons in the hallway. It seems they do not pursue.
 
Jymsan quickly slips a Schlorp mushroom from his pouch and places it in Cad’s mouth.  This is a lifekeeping herb that keeps one’s soul within even a “dead” body.  Now they have to find someone able to heal this terrible wound.  Only a High Priest of Orhan would have the power to heal this.
In full retreat, Tyrus shows his incredible strength and carries Cad up the stairs on his back.  With no sign of the Jadebacks, they look to scale the “muddy” chute.  Jymsan casts an enchanted rope they use to team the dead body up the chute.  The mentalist uses telekinesis to exert an extra hand pushing the climb upwards. Tyrus slips embarrassingly several times spraining his ankle yet again.  Eventually, covered in sewer ick, they climb over the short stone wall and back into the sewers, exhausted.


Next they climb twenty-five feet back up the ladder. Again, they use the rope to stabilize the body, another telekinetic push from the mentalist, and the rest relying on the strength of a limping soiled prince.


Tyrus plops Cad’s corpse up into the library basement.  Two of the three librarians still remain vigilant some two hours later from when the party first descended.  Tyrus asks the librarians to summon a healer from the Church urgently.  One of them runs off to do so.  The rest of the party climbs up and begins cleaning off sewer poop and as well as tending to their tragically mangled cleric.


One of the High Priests of Kuor arrives thirty minutes later.  Over many minutes and many prayers, the cleric heals and then awakens Cad.

Of course, Cad feels run down.  They all retire to the Phoenix Villa, but tell the librarians they intend to rest, re-equip, and return.



Saturday, September 26, 2015

Shadow World - TE 6052-02-03 to 6052-02-10 - "Nulgier to Haalkitaine" - Session #2

Keety the thief and Raelen the warrior monk thought it best to collect Jymsan the mage back in Lethys before taking on the catacombs.  They gambled that with Jymsan’s wealth, he might spring for Keety and Raelen’s airship fair to Haalkitaine.  They might even arrive before the horse bound group.  The group staying on course is, Tyrus the prince, Cadonium the cleric, and Morden the mentalist.  They push north continuing on the Steppe Highway.


Two leagues north of Nulgiers, Tyrus spies a gothic ruined spire almost a half mile to the east.  Interested, they investigate.  Upon arriving they see a graveyard surrounding a ruined stone church.  In the back of the ruins is a stairwell leading underground.  The whole place is apparently dedicated to one “Agravond”.  They descend after the spell users anticipate there is nothing threatening in the entrance hall below.  Not far down the curved stairway, Ty’s bastard sword begins to glow.  Using the light from his undead seeking sword they explore the the crypts.  They open unmarked grave after grave, but find nothing of interest. 

They find the sword glowing brightest to the west.  During their searching, they hear a scraping of stone sound from the west.  Soon afterwards a Barrow Wight emerges from the western darkness frightening the spell users into retreat.  Before any are able to run though, the crypt-thing unleashes a cold ball blasting up the party with iron-hard ice and arctic cold snow.  Cad goes down with a frozen hip, Ty is dazed, and the mentalist is running scared already up the stairs with frozen legs.  The Barrow Wight takes its time and sharpens his two-handed sword against his armor while marching for them.  Tyrus stands first and moves in front of Cad protecting him from the powerful wight and encourages the others.   In a feat of incredible swordsmanship, Ty proceeds to hack the barrow wight to pieces while the mentalist telekinetically distracts it with flung tomb rocks and the cleric uses his holy powers to repel it. In the end, the creature falls and they loot “Lord Agravon’s” tomb.  They take his magic sword and armor and loot a magic ring in a litter of gems and jewels from his vault.  Happy to be alive and richer for it, they head back to the highway.



Back on the road, the next town is Minon, but there is nothing much there.  They stay the night and barter with the trader in the morning.  They sell the Lord Agravon’s (possibly evil) magic armor and sword for one thousand gold in gems.


The next evening they reach Calthos, but during the day they deal with a gargantuan giant snake that was constructing a wild horse.  The mentalist slept it followed by the trio promptly cutting it to ribbons.  Surprisingly the wild horse didn’t flee, instead it took a liking to Tyrus and kept pace with the group for the rest of the journey.


In Calthos, they stay the night in the Silver Horse Inn, keep their noses clean, and then leave at dawn.


The journey to Vyrrs is quiet arriving around 10 PM.  After a peaceful night’s rest at the Monk’s Cup, they leave at dawn.  On their way north out of town they notice the marshaling of city forces seemingly preparing to march north.  Could Vyrrs be allied with the Usurper Frelik?  They would be sure to report this event.


The group doubles their pace offering the horses frequent rests and plenty of water from nearby streams. Tryus realizes that the rescued horse moves with far greater agility than any of their horses.   Late morning they avoid an infestation of giant webs very close to the east side of highway. In the afternoon a giant oak tree falls and crashes off the west side in a wooded area.  Then the party thinks they hear at least one giant stomping through the woods.  Instead of investigating, they avoid it and continue their march all the way to the Orgos crossroads.


They arrive at the crossroads around noon.  They continue along the Steppe Highway north instead of visiting Orgos, which, the sign says, is about a mile west down a pine forest road.  They did not want to take a chance that the Vyrrs army might catch up.  The terrain changes from medium forests and fields to an expansive moor with bizarre rock outcroppings that look like daggers in the fog. Early afternoon they hear a loud scream of some humanoid falling to their doom into some sort of immense pit to the east.  They continue another thousand feet down the highway and see bouncing wisp-like lights not far from where they thought the scream came from.  Ignoring all this, they press on.  


By midnight, they make it to the Orgosian camp, a casual broadening of the Steppe Highway that lasts for a quarter of a mile or so.  They find several travelers and merchant caravans encamped.  They party rests with Tyrus doing most of the guard duty.  In the morning they move on toward the Blue River and Gryphonburgh.  Normally foggy, today the moors are clear.  Later that day they arrive at the famous Gryphon Bridge that provides entrance into Gryphonburgh.


As they approach the Gryphon Bridge, it becomes clear that this is an impressive engineering achievement dating back far into the past of Rhakhaan, if not earlier. A massive structure, it stretches nearly one hundred feet from end to end. It is imposing, yet graceful as it spans the river in one low sweeping arch. The bridge is constructed of blocks of a dark green-gray stone like granite, fitted together with great precision; and there is no sign of mortar to bind them together. There are six lanterns on green metal posts lighting the bridge, and flanking the entrance at both ends are two carved crouching gryphons. These stone effigies are about half the size of a real gryphon, but they still can be intimidating. They imagine terrible undead and demons might have difficulty passing this bridge; they envision it is like a ward against evil that protects the town from the inhabitants of the moors.
They spend the evening at the Green Gryphon Inn then leave for Haalkitaine on the beautiful Greenway highway without a word to any of the locals.
Halfway to Haalkitaine, they happen upon a sacked caravan.  It's guards and merchants dead and looted, killed by an impressive number of arrows.  The bags and the rest of the caravan loads is completely sacked and looted.  They estimate the armed robbery occurred about an hour ago.  With no one to save and nothing to take, they journey on.
Late in the evening they arrive at the venerable city of Haalkitaine, Capital of Rhakhaan.  They find the city has erupted in mass celebration.  Outside mounted on spears, they plainly see the severed heads of Frelik and hundreds of his men.  Tyrus' brother, the Emperor, must have finally located and took out Frelik. Tyrus’ immediate questions: has his brother reclaimed the Phoenix Crown from Frelik?, If so, what has he done with it?, and what of Vyrrs, does he know that duchy’s military appeared bound north?
From outside the city walls they see that Rhakhaan’s capital has an eclectic mixture of architectural styles, but most older buildings (as well as the city walls and towers) are constructed of locally quarried blue granite. It is obvious the city's greatest natural defensive feature is no doubt the Blue River, which forks to provide a wedge of land against the knees of the Grey Mountains.  Now at the end of the Greenway, the party stands before one of the great gates into Haalkitaine: the Sunset Bridge and the gleaming Ice Gate beyond.  The session ends with the group gazing into the gigantic faceted jewel of white læn that is embedded into the arch above the city entrance.  It shines like an iceberg in the sun.















Wednesday, August 12, 2015

Shadow World - TE 6052-02-01 to 6052-02-03 - "Left Lethys for Haalkitaine" - Session #1

Over the course of a Kulthean week (10 days), the five of them met often. During the day at the Lethys Library, and then during the evenings, at the Flask & Mug. They found clues about the legendary artifacts of the six realms of Jaiman including the Phoenix Sword thought to be hidden in the catacombs beneath Haalkitaine.  They read about how the trail of the stolen Sceptre of Khôm ended in Haalkitaine. With these findings, Haalkitaine became their obvious next destination.


The Warrior Monk: Raelen Thirok is a Ky’taari Changramai from the Mur Fostisyr.  He actually is not an official Changramai, abandoning the order instead in order to seek vengeance for his homeland.  It is the evil priests of Arnak who are the strongest agents for the Iron Wind and the ones he seeks to destroy.  Today, he is on the run searching for clues about the Iron Wind all the while avoiding the Changramai who he owes five years of service.  Lethys has hardly ever sees a Changramai presence, which is another reason Raelon seeks to leave as he is easily identifiable.


The Thief: Nukiti Melenka “Keety” is a son of a wealthy landowner in Nuyan Khôm. His family's business is cotton.  Keety did not see this for himself so set off to on his own and his family promptly disowned him.  Always troubled by how quickly his family ostracized him, he determined to find the stolen Sceptre of Khôm and return it to his homeland.  The Sceptre was stolen from the King’s palace some 30 years ago and, some say, Nuyan Khôm is lost without it.  His research (and a Nuyan Khôm Astrologer's prediction) led him to Jaiman.  The Astrologer’s vision told him that a prince would lead him to the scepter.  Which takes us to...


The Fighter: Adkar Tyrus Faslurin is the 3rd Prince of Rhakhaan.  Being the third, provides Ty freedom to explore his interests, unlike his older brother, the Emperor, who is mired in politics and intrigue. The Usurper to the north, cousin Frelik, recently stole the Phoenix crown and set claim to the throne of Rhakhaan.  Frelik's core rationale being since the Emperor has not yet donned the crown himself, he must not be the true emperor.  Frelik is infamous in Haalkitaine; many believe him to be responsible for the great Emperor Jerrin Arej Malvion Faslurin’s death in 6050.  Frelik now possesses the stolen crown and dares not wear it..  But this is all out of Ty’s mind, instead, he is determined to find and explore the catacombs beneath Haalkitaine. It is time to reveal its treasures while destroying unlife wherever it is found. Ty seeks the famed Phoenix sword, still thought to be lost in the deep catacombs.  In addition, he shared with Keety the story about the Sceptre of Khôm.  He heard that a member of the Cult of Stars (infamous elite assassins) came to Haalkitaine via skyship some years before he was born and was promptly sighted by authorities as a known killer.  It is said the female cult person had an ornate scepter matching the description of the stolen one from Khôm on her person.  Chase led to the sewers and to the catacombs where she escaped.  For months Nuyan Khôm investigators worked with Haalkitaine police, but never found a trace of the mysterious thief or scepter.  Speculation ran rampant.  One story is that she met afoul with the undead and perished down there.  Another is that she escaped through the catacombs to the underearth where passages beneath the Grey Mountains are said to lead all the way to the Realm of Tanara.


The Mentalist: Shunned by his people, Morden Noek is a man with no father.  Morden is a Mentalist who proved to have such potential as a youth that he was given training and a focus crystal.  He never felt in harmony with the other warlock trainees; perhaps it was his unusual violet eyes.  Morden is quiet and reserved, almost painfully shy. This comes in part from the ostracizing as a child. Rather than suffer longer, he decided to set out and discover who his real father is.


The Cleric: Cadmonium Taerok is a cleric with the Lethys Church of Orhan.  Phaon, God of the Sun, is his patron.  “Cad" is somewhat renowned in the area for once single-handedly turning and destroying a vampire near the docks.  Cad is also subject to strange and unwanted random teleportation when he comes into contact with Essence Storms.  Cad is the resident Lethys expert, but has never been to Haalkitaine.  He functions as the party healer and also wields a holy fire mace.


Before beginning their hundred league journey to Haalkitaine (about 300 miles), the five of them purchased horses and bridles and made other last minute preparations.  Then, they set off down the ancient highway due north.  This highway is thirty feet wide, full of weeds with cracks between the many brick and rocks.  Toward the end of the first day, as darkness crept in, they all detected movement on either side of the encroaching woods.  It had been raining all day so whoever waited, waited wet and cold... and impatiently.


Bandit arrows arced in from both sides.  The five dismounted, each prepared for battle.  Ty engaged the closest.  Keety became disoriented loading his bow causing him to become prone early in the skirmish. Morden, the Mentalist, overpowered bandit minds, seemingly at will, causing them to stagger stunned and blinded across the battlefield.  The Warrior Monk, meanwhile, engaged foes on the opposite side of the road.  He fought cautiously at first, finishing the first with a crescent kick the head.  Cad too, bellowing holy shouts that stun and zapping others with holy shock bolts.  The battle ended after Ty disemboweled one of the stronger bandits and the rest of the rabble promptly surrendered. It is noteworthy that the team’s horses were not injured and stood their ground. The party suffered only minor injuries; Ty took an arrow to the side and Cadmonium, one to the leg.  Beyond that, mostly rattled teeth.


Instead of slaying the bandits, they questioned them.  They learned their base is some three miles southwest, but not much else.  During questioning, it became apparent the men were not truly evil, just selfish and stupid.  They found a good amount of silver and gold and a large pink diamond on the leader, a rather well-dressed Jameri fellow named Gabriel.  They also relieved Gabrial of his fifteen magic flaming arrows. Once they had what they wanted the team broke the bandit’s weapons and cut up their leather armor, they let them go.  Ultimately, only the poor disemboweled chap perished.  


They kept on through the night maintaining a steady pace through the dark, cold forest.  Right before dawn, an owl hooted nearby, startling Ty.  Laughing about the Prince's reaction, they traveled another league and happened upon the small farming village of Nulgier. They found suitable lodging and a herbalist shop currently closed. They have traveled about fourteen leagues in total.