City Campaign

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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Mon Nov 13, 2017 11:12 am

Arcarius2001 wrote:
Mon Nov 13, 2017 9:43 am
Very cool setup! I like how you incorporated the LED pillars and orb with the Catacombs, it looks great. I wasn't aware that the Otherworld idol had an LED option, mine certainly does not. Is that a mod? If so, brilliant! If not, still brilliant!
The other catacomb set, the Hirst pieces, are those from Lady Sabelle? It's a good complement.
I actually bought it from someone pre-modded. I don't know where he got it from or if he did it himself, sorry! But if you do mod yours, they look very cool when lit! :)

The non-DF catacombs are a Lady Sabelle cast -and- painted set. If you look close, they even have "spell damage" from her fireworks display.
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Re: City Campaign

Post by Arcarius2001 » Mon Nov 13, 2017 9:43 am

Very cool setup! I like how you incorporated the LED pillars and orb with the Catacombs, it looks great. I wasn't aware that the Otherworld idol had an LED option, mine certainly does not. Is that a mod? If so, brilliant! If not, still brilliant!
The other catacomb set, the Hirst pieces, are those from Lady Sabelle? It's a good complement.

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Re: City Campaign

Post by bernyleung » Sun Nov 12, 2017 9:45 pm

Enchanting!

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Re: City Campaign

Post by AnimeSensei » Sun Nov 12, 2017 1:56 pm

The party still had one more clue to the remaining night hag’s whereabouts: a shiny, round sphere with a blinking light. There was an elf in the city who says when he was young, (400-500 years ago) he saw something like this in the shifting sands outside of the city, and says he can probably show them the general area where he saw it. As this is the best lead they have, they take him up on it. They travel outside of the city and he stops in an area completely covered by sand dunes. He says it was visible years ago, but he’s not sure exactly where it is now, though he thinks it is nearby. Shepherd conjures a gusting sphere to dig through the sand. After a few hours, the party eventually finds some scrap metal that appears to match with the sphere they have in their possession. After a little longer, they eventually find a sealed doorway to some sort of metal cave.

The metal cave has strange lights emanating from it. There is a circle-shaped depression next to the door; the party puts the sphere inside of it and the doors opens to show a lighted corridor filled with light. More lights are blinking inside. The party slowly enters. Shepherd and Faun are disgusted by this unnatural blight on the landscape; it seems completely manufactured and odd.

As the party delves further in, suddenly some metal golem like creatures appear at the end of the hallway. They make some beep-booping sounds and start approaching with flashing lights. Compartments open and appendages whir out with saws, needles, and other sharp objects extruding from their bodies. The party defends themselves against the strange creatures and have to smash them to bits as they keep self-repairing themselves with strange arms that come out to reattach pieces. Faun is stuck in the arm with a needle and her arm starts throbbing. Anthem determines the creature injected her with some sort of numbing agent, but the liquid is so far fermented and separated that it has likely turned into some sort of noxious compound. Almaris casts cure poison and Faun’s arms suddenly feels better.
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They continue on and find two hallways blocked by strange translucent walls of force. The walls don’t appear to be easily dispelled. Further investigation reveals some rectangular components appear to have been torn out of the walls. Margit takes another hallway and finds a sealed door; she investigates and discovers how to use some buttons on a panel next to the door (the same panel that appears to be missing from the hallways with the force walls). She opens the door to reveal a room full of control panels, screens, and other strange mechanical gadgets. A strange metal man is in the room. He speaks to them in an obscure language, to which Anthem seems to slightly understand. He thinks the metal being is asking their rank or position. They decide to try to talk with it and show him the metal orb. He rolls up and takes it, puts it in a compartment in his side, and rolls back to his original position. The party decides to close the door before things turn bad. They continue down another hallway and find another closed door. Margit opens it and the party finds a large metal creature with multiple arms and a gaping hole in its chest (filled with arcing electricity) who starts making threatening motions. The party closes the door, buffs up, and launches an assault at the creature. It grabs Shepherd in one of its claws and starts shocking him with electricity from the hole in its chest; Shepherd in turn grows to a large size and starts attacking the creature. Faun eventually launches a fireball, which lands squarely in its gaping cavity and explodes the creature.
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The party searches the room and find a hole that leads down as far as they can see. They also find this is one of the rooms previously blocked by the force walls and they also find a wall with another open/close panel. They decide to try to pry it out of the wall and want to use it in the hallway with the walls of force. They succeed on taking it out of the wall and go to the main hallway to attempt to use it to open another force wall. They match some wires and connectors and push the open button. The wall opens, but the panel smokes and promptly starts on fire. Almaris uses her new bow with frost capabilities and freezes the panel. It seems to work putting out the fire, but as the frost melts suddenly there are loud pops and all of the lights in that section of the wall go dark. The force wall stays open.

The party ventures down a hallway and find another room, and inside the room they find the last night hag. She accuses them of killing her sisters and attacks them in an incorporeal form. The party at this point has figured out how to fight the hags; Shepherd targets her necklace and when he breaks it she fully materializes and the party quickly dispatches her. They search the room and find some sort of L-shaped magical item that appears to emanate force energy but appears damaged (a cracked laser pistol, prone to explosion). They also find some extremely old books that appear to corroborate Xykon’s story of the vampires and the elves. Faun is heartbroken and questions all she has been taught. She feels they should bring this information to Tessara so it can be discussed. They also find several old maps of the Everwood, and notice it does indeed extend all of the way to the mountains surrounding the city of Almus. Almus appears destroyed in the maps and strange, large beasts are mentioned to inhabit the area where the city now stands.
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They decide to go back to the control room. They open the door and quickly take the metal man out; they regain the orb that was now stored inside of him and also notice two ripped out control panels in the room (that were originally used to open/close the force walls in the hallway). Margit and Anthem push random buttons on the panels until a screen suddenly has a strange creature appear on it. It speaks in a language they don’t understand. It has purple skin, no hair, long fingers, and tentacles protruding from where its mouth should be. It does not appear to notice them and appears to be just talking in an unknown language. Almaris thinks this matches descriptions of creatures she has heard of before (but always thought were just stories) of mind flayers. She and Margit remember back to earlier when people were being transformed into strange creatures with translucent purple skin and had protrusions starting to grow from their face. Almaris remembers Dante’s former mentor Lam Vincenti who died when a strange creature was found inside his brain. Could these be the same creatures? The party is disconcerted.
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They travel back to the Everwood, where Tessara is happy to announce that last night during trance, no one was attacked. She thanks them for their service to the Everwood and gives them each 5,000 gold. Almaris declines hers and asks that it be used for rebuilding of the kingdom. Shepherd gives his to the rest of the party and states that keeping the Everwood safe is enough for him. Tessara thanks him for his service again and he tells the party now that his objective here is complete, he will be leaving them. Anthem stays with the party.

Faun brings the history of the Everwood and the elvish people up to Tessara and states she now has proof that the elves, especially those in power have an ancestor in Xkyon and other vampires. Tessara immediately cracks down on such talk and demands that Faun cease speaking. Faun is hurt but wants to make sure that Tessara and the other elves know of the new evidence that was found. Tessara states that if she is focusing on such talk, that she will be banished from the Everwood for making such blasphemous statements. Faun is devastated but her faith is shaken and understands. She agrees to go with the rest of the party out of the Everwood when they leave. (Tessara later whispers to her that it’s nothing against Faun, it’s just that it would cause too much unrest and dissention if something like this were to spread. Tessara doesn’t believe it and means no harm to Faun, but can’t let it propagate.) She doesn’t give Faun the 5,000 gold but tells her she will give her an item from the vaults to help her in her new life outside of the Everwood.

Tessara asks Almaris what she thinks of this situation, to which Almaris responds with it shouldn't matter. All that matters is if they are good people now, no matter their heritage. Because their ancestors potentially were evil, doesn't mean that it affects their lives in any way; your life is what you choose it to be. Tessara nods and says it is a statement worthy of a future seneschal.

To be continued!
Last edited by AnimeSensei on Mon Nov 13, 2017 11:07 am, edited 1 time in total.
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Re: City Campaign

Post by AnimeSensei » Sun Nov 12, 2017 1:32 pm

The party decides to head to the tombs; as they approach, they find it dark and unsettling. It is a very different experience in comparison to the bright, lush forest in the rest of the Everwood. They find a tomb that appears to match the same composition of the stone statue; it appears to be the tomb of the first Elven Seneschal, Xykon of the Blood. (Yes, it’s an Order of the Stick Reference) The door is stuck.

Shepherd is able to magically peel the stone doorway off of the tomb gently, and the party finds stairs heading down. They notice that the door frame does show signs of recent movement, with some scrapes in the stone. There is another door at the bottom of the stairs. The party opens it without much trouble and is met by sets of glowing eyes as the door opens. Several animated corpses are upright in the room and attack the party. The PCs quickly defeat them and look around. The tomb is covered in bones. Hundreds, if not thousands of individuals’ bones. They appear to be from various eras; some are VERY old and some are newer (but nothing recent). It appears this tomb was made over time, bone by bone. All appear to be adults. The room they are in has several doors.
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The party decides to investigate and enters the leftmost door and find an ancient throne that appears to have a dessicated corpse slumped in it. It appears to have been female, with long hair still attached to the skull, and is draped in flowing, expensive-looking clothes. As they approach the throne, the creature attacks them with its hair and robes, entangling members of the party. They manage to defeat the undead and it crumbles into dust. They notice the throne has ancient markings in some form of ancient Elven and think they can make out the name Xykon; they assume this is his throne. But why would he have a throne in his tomb?
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The party tries another door and finds it blocked. The door appears to be wedged shut and the stone is magically reinforced. They decide to try to open it later.

As Margit approaches the last door, she gets a foreboding feeling and hesitates. She overcomes this and as she reaches for the handle, a ghastly hand grabs her hand through the door and proceeds to attack the party. It takes some work, as the only weapon that seemed to really harm the creature was magic, but they manage to defeat it.

The eventually find under Xykon’s throne some stairs leading down. They slide the throne off of the stairs and head down into a dark crypt. As they descend, the whole party this time feels a feeling of foreboding and as they get deeper and deeper, they can sense an evil presence lurking below them. They eventually end up in a room covered in bones; as they step out into the room they discover the floor must be filled deep with bones as they constantly shift and crunch when stepped on; the party has a hard time maintaining their footing. As they enter the room the suddenly see 4 pillars that are illuminated by glowing stones sitting in alcoves in the pillars. Again, the party feels a great evil, this time radiating from the stones. Margit searches for traps and notices there is something magical that will activate if they approach the pillars, so everyone stays close to the wall and heads towards a door on the far wall.
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When they open the door, all they see is blackness. They attempt to shine an everburning torch inside, and see nothing. Dante casts light and it illuminates nothing. The party decides perhaps to try one of the glowing stones from the pillars and Faun uses Mage Hand to lift one from its alcove (making sure to never touch it) and throws it through the door. The stone illuminates a hallway of bones, these more carefully and respectfully placed. It appears only the stones can penetrate this darkness. They use the same method to grab another stone to illuminate the rest of the hallway. Margit continues looking for traps. As they continue inward the skeletons in the walls suddenly animate and begin to attack the party. One skeleton appears to have the ability to attack with magic so the party quickly destroys it and then focuses on the other skeletons. Dante summons a spider to help and they press on.
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In the next room the party finds a glowing orb in the center of the room; there are 4 undead humanoids standing next to the orb and appear to be static; they don’t move at all. The party carefully approaches and one of the creatures reaches up and touches the orb. Dark bolts of lightning crash through the air and pierce each party member, and they can feel their life energy dimming through gasps of pain (necrotic damage). The party springs into action and tries to kill the creatures but they keep touching the orb (never attacking the PCs directly) and using the orb to continuously rain down black lightning on the party; each time they do so it appears the undead heal wounds that the party just inflicted. The orb is damaged in the battle and shows large cracks. Eventually the monsters are defeated; Faun recommends destroying the orb and everyone clears the room while she utilizes her flame sphere from a distance to smash into the orb and the whole crypt is rattled with a massive explosion. Bones fall from the walls and the ceilings; after a few seconds however it appears the area is again stable. They enter the room to find the orb shattered and damage reminiscent of a huge explosion. They open the next door and find a hallway lit by 4 torches and double doors at the end of the hallway.
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Here they rest for a moment before entering the double doors. Inside the next room they find a strange altar/magic circle and a mysterious figure. He welcomes them and states his name is Xykon, and he is ruler of the Everwood. The party notices he appears to be a vampire; he doesn’t seem to attack them and instead wishes to talk. He inquires to whom they are and when Almaris states that her mother is Seneschal of the Everwood as a steward for Desna, he spits and curses Desna’s name. He states that his is the true ruler of the Everwood and says his granddaughter Ixabel (also a vampire) and her ilk trapped him in here. He states he waged war against acolytes of Desna years ago and conquered the land. He asks about the whereabouts of his wife who should be around the throne room up in the main level of the crypt; the party thinks back to the creature they defeated earlier but doesn’t make mention of her. He states that the crypt is made by way of years of effort of cultivating the people of the Everwood for use as vampiric feed and bones to build this edifice to himself. He tells them that Ixabel never followed his family’s ways and entered a blood fast; she said that the people they ruled over had value and caused an uprising that caused him to become trapped in this crypt. If it weren’t for a necrotic sphere the emanates energy, he would have starved long ago. (The party nervously doesn’t mention the sphere they exploded very recently.) He also makes mentions of the Everwood being much larger than it currently is and seems surprised that it is surrounded by desert. He asks for their help releasing him, to which the party declines. Faun and Almaris are taken back by all of this history and don’t quite believe it as it contradicts what they have been told (especially Faun, who grew up in the Everwood). He then states he should probably get rid of Almaris anyway as she is in the way to his true rule. He attacks the party and turns invisible. He starts dominating members one at a time; Faun is the first to be controlled and she starts causing flame walls and other magical attacks. Shepherd starts protecting Xykon after he falls subject to the gaze of the vampire. The invisibility finally wears off and the remaining members of the party attack him enough to make his retreat in a gaseous form to the room with the orb. When he notices the orb has been destroyed, the party hears him wail in fury. Dante summons some wolves in the orb room that surround Xykon, who begins to feed on them to regain some strength. The party takes this small reprieve help their dominated party members to snap out of the effect and figure a way out. They discover the magic circle is from the transportation domain and is activated by someone of good alignment. Faun figures out how to activate it and the party all escapes before Xykon returns.
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They materialize in a room with a stone coffin and as they become aware of their surroundings they notice a night hag looking at them. The party (fully buffed from the vampire fight) launches a full-scale assault on her before she can do much as she ends up face down in her cauldron. The group searches the room for clues and discover another amulet on this hag which they smash. They find some magical weapons and armor; Almaris finds in the stone coffin a strange blue-sheened bow with her family’s crest on it. It feels icy to the touch.
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The party returns to Tessara at the center of the Everwood; she states that elves are still being attacked in their sleep, however the attacks have slowed. She asks if they have been successful in stopping the threat to the Everwood, to which the party gives a recap of the hags and Xykon. Tesasra seems disgusted by this foul take on their history (and her heritage). She vehemently denies that her ancestors are vampiric, and that the Everwood was ever founded on anything but pure teachings of Desna. The party seems unsure of the true history.
Last edited by AnimeSensei on Sun Nov 12, 2017 4:10 pm, edited 2 times in total.
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Re: City Campaign

Post by AnimeSensei » Sun Nov 12, 2017 1:32 pm

The party decides to identify the rings found earlier and find them to be a Ring of Truth, a Ring of Sustenance, a Ring of Climbing, and a second Ring of Sustenance. They follow Este’s directions to an abandoned farmhouse in the middle of the woods; they search inside and find family journals detailing a history of magic in their family and references to “dream thieves” that dwelled in the area that had been defeated by an an ancestor of Este’s by way of destroying an amulet worn around their necks. It also states that these “dream thieves” typically are found solo or in groups of three.

The follow Este’s directions to some hills behind the farm and locate a cave entrance. Inside they see signs of footprints from some very large creatures, they enter a tunnel and notice two treasure chests in the distance, but notice as well a huge giant in an adjacent chamber that has spotted them! They take some good hits but manage to defeat the giant. Make decides to go open the two chests, but as he lays his hands on one it bites him and his hand becomes stuck. The second one bites his leg and latches on. The party quickly tries to save him from the two mimics that are trying to consume him and he barely makes it out alive. They party heals him, utilizing a large portion of their healing for the day. The party goes into another chamber and finds what appears to be the giant’s pet, a giant cave bear. The party quickly dispatches the creature and presses on. They find an opening in the wall big enough for a medium-sized creature to enter through and proceed into what appears to be a living area for a creature; it includes bookshelves, an area for resting, a campfire, a cauldron… They spot a wrinkly old lady with dark skin. She heard them coming and hisses at them; she attacks. They party is disheartened when she turns largely incorporeal and becomes difficult to hit. Suddenly she turns invisible and the party can't’ find her. She appears next to Weir and tears into him with her claws, and the party watches in horror as she takes a huge bite out of his neck and he falls to the ground dead. The party decides to run. The creature doesn’t follow.
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They head back to the palace to tell Tessara that they have failed. Faun tells her Seneschal of the encounter and of Weir’s demise. Tessara asks them if the population should evacuate and save who’s left; asking if the creature is just too powerful to fight. The party decides to regroup and try again. Tessara gathers what’s left of magical items from the realm from acolytes and presents the party with a Cloak of Resistance +2, a Necklace of Fireballs (Type IV), and a Bead of Force, along with her blessing.

The party rests in a pocket dimension that Faun has learned to create that can hold a small group of people. The Night Hag does not appear to be able to follow them in this realm while they rest. In the morning they awake and find more people have been killed and terrorized in their sleep. Maka suddenly has a small bird land on his shoulder who is carrying a note. He unfurls the note and the bird flies away. The note is from his betrothed, Vilna (back in Almus). She states his father has been acting strangely and thought he should know. He has been suddenly consumed with business at the docks district and is selling off family property to invest in the area but is getting nothing from it. She fears he has lost his mind and is selling off Maka’s inheritance for nothing in return. Maka decides to head back to Almus and take care of his family. Tessara says she will provide a guide for him but states he won’t be receiving his share of the reward if the Night Hag is defeated and the kingdom saved. He agrees and leaves.

As this time, Tessara states that reinforcements have arrived that she called for long ago. A bush against the wall suddenly strides over and appears to be not a bush at all, but a sentient creature. Tessara introduces him as Shepherd. He is a protector of places such as the Everwood, and has been a protector of the Wood in ages past. Shepherd comments the area is much different now than when he last visited, there is much more sand around the Everwood that wasn’t there before. Following behind him is what appears to be a humanoid bird (Tengu) wearing fancy clothes. He introduces himself as Anthem, and he has been traveling with Shepherd lately and is studying the world. He has been on many hair raising adventures. (At least, according to him. Shepherd seems to question some of these as tall tales.) Tessara feels that as Shepherd has been a champion of the Everwood in eons past, perhaps he can help the party do so again. She puts him in charge of their mission. (Shepherd is played by Weir’s player, and Anthem is played by Maka’s player.)
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The party heads back out to the cave, fully refreshed and restocked. They listen as they approach, worried about an ambush or trap. They hear shuffling inside and see a large form in the cave. The party recognizes it as the giant they killed yesterday. He’s moaning. They enter cautiously, ready for an attack. As they enter into the cave, the giant attacks. He still bears all of the wounds from the previous battle and appears to be magically reanimated. As he is attacking them he lets out moans of “Almaris…? Faun…? Leave…!” and the party deduces that Weir’s soul may have been used to reanimate the corpse. He does not appear to be able to control his actions and keeps telling them to leave until they finally damage the corpse enough that it falls to the ground. Faun reaches inside the corpse and finds a glowing gem, which feels to her to contain Weir’s soul.
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The party moves back into the Night Hag’s quarters but can’t find her. They find flesh hanging to dry in a cage; it appears to be pieces of Weir. They try several tactics to see if she is hiding and somehow invisible, but try them in all of the wrong locations in the room and she suddenly appears and starts attacking. The party uses heavy amounts of magic and fireballs to eventually beat her down and eventually she falls to the ground, her necklace broken. She appears to be dead.
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They find a note that has partially survived and Faun mends it. It contains a letter for the Night Hag from General Isgard Almaster in Thavel. The letter is addressed to Bthueleldra.

“Please accept this gift to assist you and your sisters. We hope these assist you in driving the elves out. Additionally, we wish to reaffirm our agreement; you have no reason to be alarmed or worried. We will allow you refuge and an ample supply of slaves both from our lands and from Almus to do as you wish with. Your assistance along with your sisters will not go unnoticed.”
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They also find a statue of Desna and a strange metallic sphere with a blinking light. Faun recognizes the statue as something that appears to have come from the tombs of the early rulers of the Everwood; long ago they used to bury their dead instead of lighting funeral pyres. She doesn’t know anything about the sphere.
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The party heads back to Tessara again, who confirms the original location of the statue. One of the acolytes tells a strange story about as a child he found some strange metal object with lights like that in the sands outside the Everwood, but he hasn’t gone back since. The PCs feel these might be clues as to where other Night Hags might be hiding. Chandra, captain of the Elven Guard, is told to bring the party to the tombs. She does so reluctantly but does as she is told; she is annoyed that she has to help Almaris in her quest. (They have a one-sided rivalry going on.)
Last edited by AnimeSensei on Sun Nov 12, 2017 1:55 pm, edited 2 times in total.
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Re: City Campaign

Post by Spiropolous the Minotaur » Wed Oct 25, 2017 11:21 am

Incredible setups!

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Re: City Campaign

Post by AnimeSensei » Sun Sep 03, 2017 2:11 pm

Sure do! Miniature Building Authority.

http://www.miniaturebuildingauthority.c ... prod=10609
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Re: City Campaign

Post by Heresy » Sun Sep 03, 2017 1:18 pm

AnimeSensei wrote:
Thu Aug 31, 2017 11:34 pm
(Reserved for stuff I played in but didn't DM while I was out sick. After this I started DMing again)

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Do you know where that bridge is from?

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Re: City Campaign

Post by AnimeSensei » Sat Sep 02, 2017 2:59 pm

The party follows the masked man through the portal and finds themselves in a cavern with a flowing river. The man in the mask is up on a ledge. He complains that this is tougher than anticipated and none have been such a nuisance before. Combat starts and as the party rushes forward, he raises his arms above his head and part of the cavern turns to lava, burning some of the PCs. Dante’s animal companion cat Toron jumps into the fray and attacks the man in the mask but the man gets several swings in with his bastard sword and after 3 strikes, plunges the sword into Toron and the cat disappears. Maka succeeds in magically compelling the man in the mask to come closer which allows a full on assault and the party eventually gets a good hit in and stab him in the side, causing the man to stagger in pain. Clutching his side as falls he focuses his energy and they watch his wound heal, but as he does his visage is withdrawn and the person in front of them is no longer a man in a mask. In front of them on the ground is an old wrinkled woman with dark hair and dark skin; she cackles, sputtering blood and tells them that it’s no good, they will have to sleep sometime and she’ll be back. Desna can’t protect the Everwood forever, and soon Alazhra will show her dominance. She then furrows her brow and disappears. The party rushes over to where Toron was but he is gone. The world starts to lose form and the party wakes up.

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Back in the Temple of Desna, as the party wakes they notice Toron at the food of Dante’s bed, bleeding out. Dante goes to his companion and discovers that Toron is indeed dead, with several gashes alongside his abdomen. He remembers when he first found Toron is was back in Almus next to a seemingly magical pool; he feels he may need to go there again and perhaps he can somehow reconnect with his friend.

The report back to Tessara, who says her trance out in the desert went well; she suffered no dreams or sleep. She asks if they have solved the issue plaguing the Everwood and Faun steps forward to say they have failed. She recounts the story of the wrinkly old woman and the statement about Alazhra. Tessara and her servants don’t recognize the name or the woman. Tessara suggests they consult the Keeper of Records in the Archives below the city. She states that the Archives contain vast stores of information but also warns this is where they keep things that should be locked away. Several of these artifacts in storage have evil or pervasive auras and can sometimes cause things to be summoned or necromantically raised around the items; she informs them that typically their court mages keep tabs on these threats and conduct routine cleanings of the rooms to avoid things escaping or causing damage. She urges extreme caution and hands them a key.

The Archives are at the base of a large tree with double doors leading to stairs going down below the roots. The party enters a well-lit room with a human girl looking to be around 19-20 years old sitting at a desk. She stands as they enter and raises her hand in greeting, introducing herself as Ette, the Keeper of Records. Margit immediately notices the joints on the girl’s arms are unnatural and look remarkably like her own marionette body. She immediately bursts out with a list of questions such as “Are you a marionette? How did you get your body? Did you die? Who made you? Where did you come from?” Ette tells Margit that she is indeed inside a marionette body, however she doesn’t know who made it. She used to live in Almus long ago (she mentions a totally different city, underground with no one going to the surface due to dragons up above, so the party assumes she’s been away for a LONG time). She remembers getting sick and dying once, but her next memories are inside this marionette body. She has trained the body to not require sleep, food, or water, and she is happy to stay in this little room as it reminds her of “home” back in Almus. She is apparently unaware of the situation in the Everwood. The party asks her about information on Alazhra, and she thinks for a moment. She remembers there are likely 3 books in the Archives that mention that name. She gives the locations. When the party asks if she can help them get the books, she declines, stating that the mages haven’t been down in some time, and she fears what has spawned behind the locked vault doors. She says if they want to go find the books, she will give the descriptions of them, but they PCs must be prepared to deal with whatever has popped into existence in the rooms since they were last cleaned out. She also warns the party of various artifacts that are locked away for a reason and are much of the cause of the things that appear (and are also why the doors are locked). The first book in in the library through a door, the next is in a room housing the remains of Marceliel the Berserker, and the last is in the tomb of Ixibel the Blood Drinker, Protector of the Everwood (and 3rd Seneschal of the Everwood). Faun notices a cute doll on Ette’s desk and inquires about it; Ette states it keeps her company but Faun is welcome to it if she wants. Faun accepts the gift. Dante notices it’s magical.

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The first room they look in is a vast library covered with bookshelves and books. As they open the door, lights appear in the room and moans can be heard. Zombies! The party quickly dispatches the zombies and searches the room. They find the first book they were looking for, a magical bag, magical boots, magical bracers, and a magical belt. Faun inspects the items and states they are a Bag of Holding Type 2, Boots of Elvenkind, Bracers of Armor +5 (!!!), and a Belt of Giant’s Strength +2. The party is wary due to the warnings and tests the bag; it doesn’t appear to be one that devours any items. Maka puts the Belt of Giant’s Strength +2 on and as he does, its form immediately changes and so does his. The party watches as he transitions from a man to a woman. He quickly takes the belt off, but it’s too late. He puts the belt back on but nothing happens. The party realizes the items they have may be cursed. Faun has tried the Bracers of Armor +5 on; Maka throws an object at her and the party watches as it accelerates towards her unnaturally and strikes her. She can’t get the bracers off and notices they are in actuality Bracers of Defenselessness. Margit has already put on the Boots, but she can still take them on or off so they aren’t sure if they are cursed.

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The PCs step back out into Ette’s room and she notices Maka has changed gender. She is enraged that they have plundered the Everwood’s artifacts and asks what else they took. They for the most part stay quiet and don’t let her know they’ve taken anything else, but she is highly questionable of their motives now and calls them thieves. She doesn’t seem to want to help them much anymore, but the party decides that they already got the info they needed from her and decide to press on and perhaps just not take anything else due to the curses. They unlock the next door and notice a room in utter disarray; Ette looks in and appears sad, stating it appears whatever is in there has been there long enough to wreak havoc. There is a gaping hole in the floor and things are torn asunder. The PCs notice two fiendish looking things in the back of the room. As no book is supposed to be here, they decide to just close the door.

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The last door leads to chamber with a fountain and pool of water and lots of bones up against the walls; apparently the mages have dealt with a lot of creatures here but don’t clean up as well as they should. As they enter the room, lights magically turn on. Inside the pool are several coins of various denominations; Dante looks closely and notices several he recognizes but several appear to be from kingdoms he doesn’t recognize or may be lost to time. His detect magic sense notices 4 magical rings in the pool. Margit is wary of the water and pokes it with a long bone and the bone is sucked in and appears to dissolve. Suddenly, the pool erupts with skeletons who attack the party. Faun sees a growing horde of skeletons and casts fireball, which causes many of the books and furniture in the room to catch on fire, but manages to destroy all of the skeletons and blasts most of the water out of the fountain. All that is left is a small pool of writhing jelly that Maka quickly squelches. The party takes the rings and the gold, but Faun refuses to identify the lucre as she is starting to agree with Ette about the party’s intentions and is highly distraught with the damage she caused. She starts casting mending on as many objects as she can. Weir locates book 2 in the first tomb room; no monsters are present. Dante notices heavy magical auras coming from inside the coffin but the PCs decide to leave the dead alone, fearing the dead may be displeased. They go into the last room and find the 3rd book; again there are no monsters and a strong magical aura coming from in the coffin. They again decide to leave the dead be. They exit back to Ette’s room where she continues to ask them what history they have stolen from the elves and what curses they are loosing back into the world. The party decides to just leave, with Faun mending as many things as she can and apologizing to Ette for the rest of the party. (They never entered a 3rd tomb room which is labeled in the pics as Tomb 1)

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The party reads the 3 books, written in Elven.

Book one is a children’s book detailing a story of Alazhra the Dream Eater and how she comes to bad elven boys and girls in their sleep and can scare them to death! She is an enemy to Desna, who protects the Elves and the Everwood.

Book two is a book about Night Hags; creatures from outside the material plane. They worship Alazhra who in their beliefs is a night hag ascended to godhood. Night hags apparently can enter into dreams and can steal souls and store them in gems. They usually are solitary or associate in a coven of 3.

Book three is about the City of Abaddon in the outer planes. It details information on the Four Horsemen and a passage states that Alazhra has brokered a deal allowing for the free trade of souls in Abaddon so the daemons there can feed on them.

They bring this information back to Tessara who especially finds the information about storing souls interesting, as the elves do the same thing with the necklaces they wear to protect themselves from the dreams should they be killed. Weir takes his necklace off, suddenly uncomfortable. She says that the necklaces are made by a young acolyte of Desna name Este; she summons Este to the palace.

Upon meeting with Este, the PCs learn that Este learned how to insert soul fragments into objects like a magical basilisk horn from an old woman that lived around her. The old woman noticed latent magical ability in Este at a young age and started training her in various magical arts until Este’s mother found out and forbade her from associating with a “witch.” The party asks what this old lady looked like and Este states she had dark, wrinkly skin and dark hair and the party thinks this is likely the person they were fighting in the dream world. She gives the location of a cave where this old lady lived, and Faun knows the general area. The party decides to go see this old lady and get some answers….

To be continued!
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Last edited by AnimeSensei on Sun Sep 03, 2017 8:08 pm, edited 1 time in total.
106 Resin and 145 Dwarvenite Sets/Packs Owned

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