Adventures Ex Apotheosis
- Adventure 4: Wounded Hart
- The party struggle to finish off the Wounded Warriors and Wounded
priest and mage. During the fight they began to notice the salt tablets
glowing with strange runes each time a person died near them. They pressed
on avoiding the center of the Lathe. They managed to defeat the Wounded
Warriors but in the darkness and chaos the two manage to escape into
the night. The party considers remaining at the Lathe site to rest,
but chooses caution and heads off away from the site led by Mombru,
the Bondi.
The party left the area with daylight and travelled back to Chabot.
They spent a short time there dealing with various tasks. Once there
they found themselves face to face with another Wounded Priest. This
one seemed apologetic and concerned and led the party to meet Sister
Prezean. She offered the party the weldgeld of the captured kidnappers
and discussed the possibilities. She revealed that before her organization
was formed, the cults of Keiros were evil pirates. Many of her people
were once disreputable and are now striving to becoming useful to society
and the world. Uncertain what to make of it, but convinced of her sincerity,
the party entrusted the kidnappers to her care.
They finished a few errands in town, equipped themselves and decided
to head off to Shapers Glade in pursuit of the Pale Hart Knight Dame
Arsil. Enroute the found the knights warhorse and parts of her gear.
They pressed on into the dark woods and found themselves enerting a
land shrouded with spider webs from high to low. Shortly after pausing
to investigate more signs of the knight they are assaulted by a small
horde of spiders. They defeat the spiders but not before being poisoned
by the vermin.
XP Award: 1550
- Adventure 3: The Long Dark Night of the Soul
- The party equips itself with weapons and armor and leaves Chabot to
meet the Sage Oloneus. En route they discovered the desecated corpse
of a gnoll along the way. They reached the Heaven's Watch and met both
the Sage, and another petitioner. They discovered the sage was less
forthcoming with information than they hoped. He extorted a great sum
from the party and gave them only a little information in return.The
other petitioner, a Dwarf Barbarian named Yar explained how he got there
and that he had a key to getting cooperation from the Sage. A riddle
given to him by a Fairy.
They who make it need it much.
They who steal it rue the touch.
They who find it throw it out.
They who give chase, in it find doubt.
For it guards small treasures and bars the path.
It hides the smaller from the larger's wrath.
- After much thinking, the party eventually came to the answer: "thorn."
With the answer, they discover the Sage owes something to, or fears
the Fey, and he readily agrees to assist them. He grants them considerably
more information, including the route to the Lathe, and foreknowledge
of the coming night's moonless quality.
The party heads off slowly into the Salt Hills. They got most of the
way to the Lathe when they were slowed, by the darkness, the rough terrain,
and sharp objects littering the path. To make matters worse, they encountered
a dozen of razor bats. These tiny creatures attacked without mercy and
threatened to kill off the party with a thousand small cuts. Some of
the party sought shelter in a nearby crevice. But then marshalling their
magics and fighting techniques they rose to fight the bats. And after
killing nine of them, the bats broke off their attack.
After resting to recover from the fight the party then went ahead to
scout out the situation at the Lathe. They were able to sneak in and
kill the lone vanguard with missile fire, then press in and rescue the
sacrafices tied inside the Salt Henge. As they did this, they alerted
the other guards and an odd fight ensued. Paralyzed by the darkness
and topography the fight was slow and awkward. The party managed to
free all of the hostages (including four Baboon-like Bondi, a half elf
and a halfling) and bring the entire quarry into darkness.
XP Award: 750 per person.
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- Adventure 2. Monkey Business
- The party makes it Chabot and hands over their captives to the local
authorities. They take a brief rest and try to find out what they can
about their connections and the mysterious cult. While scoping out the
local inn, Feneris overhears two thugish figures (a man and a dwarf
female) mentioning that they are Latheturners. Employing the magics
of Horatio they discover that these thugs are infact captors of another
like them. They allow the thugs to return to their camp but follow behind
using Xandria's tracking skills. When they follow them into the woods
they discover the thugs puzzling over the disappearance of their allies.
The site was the scene of a bloody massacre with clothes and equipment
littering the area. When they hear the thugs speak of "cutting
their losses" and taking care of their captive, they decide to
charge. A battle ensues and the party makes pretty quick work of the
thugs. During the battle Serena is able to escape her bonds. Filled
with anger and hatred for the men who killed her family and mentor,
she demands their death.The party, hoping to get some information from
them, asks her to stay her vengeance. She reluctantly agrees. They learn
from Rurga the dwarf that she was hired by the Wounded to capture Serena,
a Marked individual, and that they would be taken to a place called
the Lathe, which is apparantly in an old Salt Quarry at the site of
something called the Salt Henge.
They allow her to leave and begin to return to Chabot with Ravi captive.
En route they are attacked by a species of bluish baboons that wreak
havok on the party, nearly taking the lives of both Feneris and Sarbanul.
Inthe end though the party is able to defeat them. During the fight
the leader of the baboons, a unknown figure shambled off. At the end
of the fight Ravi took advantage of the confusion to skulk off. They
rest up, then return to Chabot. There, they are able to equip themselves
and prepare for their next adventure.
XP Award: 540 per person
- Adventure 1. Kidnapped!
- Horatio and Xandria meet at his blacksmith shop in Eeling Village.
They are lured away from the shop to investigate some strange lights
outside the city. They followed the lights to the outskirts of town,
then they follwed some tracks in the fresh snow. These led to an ambush,
in which they were captured by a group of thugs. The thugs led them
a good distance into the mystic clover wood.
Meanwhile in the city of Port Chayla, Feneris was dodging a pair of
thugs himself in the city after arriving from the Low Kingdoms while
looking for his mother or at least the Elvish Embassy. He discovered
that there was no such embassy in town, but there was a house occupied
by many elves over the years. He decided to seek entrance there and
one day spotted a young elf at the entrance to the house. Just as he
got the elf's attention, he was clubbed from behind. The young elf,
Sarbanul tried to catch up to him and offer assistance, but he himself
was catpured.
All four met up in a dilapidated barn somewhere in the mystic cloverwood.
They discovered that they were being held for some kind of sacrifice
by a group of people who appeared to members of the Wounded, a cult
of philanthropists who are reknown for their great deeds. They were
understandably confused by this revelation. Some time passes and the
thugs are given a "treat" in the form of three prostitutes
who proceed to entertain the thugs. It that time Zandria hears a strange
voice from outside the barn warning her that she ought to leave soon.
They drink and cavort for several hours, until suddenly they laughter
turned to terror. The prostitutes turned into hideous monsters and proceeded
to kill the thugs. Heedless of the screams of the thugs the party decides
to take advantage of the confusion. Using their powers the mages help
the group escape their bonds. Then they try to escape. At first the
monsters turn their attentions on the party, but after alerting the
cultists, they are ordered to stop. After that the monsters pay the
party little attention and begin to devour the thugs. Dauntless to the
danger, the party continues to try to escape the cultists. A brief fight
ensues and the party escapes into the woods.
They rest the night and return to the barn armed with clubs and staves
from the wood. A fight ensues. After a pitched battle they gain the
advantage killing one of the cultists and capturing the others. Hearing
of the impending arrival of a priestess, the party decides to leave
the wood and take their prisoners to Chabot a two day ride from their
location.
XP Award: 675 per person
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