Wednesday, March 23, 2016
Monday, March 21, 2016
Veteran's Redoubt
Veteran's Redoubt had long served as Emmerdin's first line of defense against the mountainous border of Bouvaldia as well as first warning against frequent monstrous threats provided by the native orcs and giants. The grounds of the Redoubt are littered with broken blocks of worked mountain stone. The main garrison house still stood, carrying visible wounds from years of attacks as well as The Sundering.
Veterans Redoubt was considered the extreme western edge of Emmerdin and as such the most dangerous place in the Duchy. It was in fact a sort of sick joke that the Redoubt was named Veterans, because anyone who lived there was a survivor and therefore a veteran of one type of battle or another. For the last several years Veteran's Redoubt served as the base of operations for The Order of the Lynx, a reward of questionable merit from the previous Duke of Emmerdin for services rendered.
When The Other Guy Followers arrive, they are positioned behind the rectangular broken remains of a former building and a large battle is taking place between The Order of the Lynx and a company of Orcs. The Lynx are barricaded in the main garrison while the orcs having moved in two large pieces of unique siege equipment. Not far from the siege machinery another group of Orcs surround the Redoubt's well, their sorcery causing the waters to froth, boil, and bubble.
Thursday, March 17, 2016
3/16/16 Virtues Session 36: The Other Guys 1
![]() |
| Raelyn Cromartie |
Our mission was to travel with the 'lost' halfling knight of the Lynx Palicia through the passes and terrain between Boulvaldia and Emmerdin Pac Napiay to open a dialogue with the knighthood as our overall function were as emissaries spreading word of recent events and Admiral Melandrach Olithir's formal bid for Duke of Boulvaldia.
Two days into our travels, as Palicia leads us through the varied rocky landscape we happen across an expanding sinkhole occupied by hostile pony-sized ants. These ants, some of which flew, proved especially tricky on the difficult terrain along with their hive-mind and penchant for grappling opponents.
We dispatched the queen scattering the colony to the hills. We recovered some treasure from the colony's past victims and continued our slow climbing travel for two more days. Palicia proved very valuable and resourceful in avoiding the 'swamps' and tricky paths passing old strongholds along the way.
Entrance into Emmerdin was met with literal style as many grand and detailed etching as well as stone carvings marked our entrance into the duchy. Finally, after another day of travel we encounter sounds of battle that foreshadowed our discovery of the order of the Lynx locked in mortal battle with orcs and dark engineers.
It is here we begin next session.
Thursday, March 10, 2016
03/09/16 Tragidore Session 17: The Fall of the Cult of the Dragon
At long last the heroes of Tragidore seem to have caught up with the vile and elusive cult. After Yontryl of the Iron Hand revealed the secret passage; something she learned after 'questioning' the three captured cultists from Darnarest's tower. The passage's exit was fashioned into a memorial for an unidentified elven spell-danger, but was in fact a secret exit the Elven Royality used in wartime; a physical retreat due to the mythal restrictions on magical travel. After powering through the resident haunt the heroes were successful in locating the secret passage.
The narrow escape linking Castle Cormanthor with the Polyandrium was dark and ancient; it had a shallow trough that led to regular grates low along the walls for both air and excessive rainfall. The passage was not straight but turned and curved, descended and ascended; presumably to account for elven city buildings above. About a half hour into the delve the heroes encounter a turn in the passage and a cave-in which was quickly cleared with the help of four summoned small earth elementals.
After bypassing the collapsed tunnel the heroes could begin to feel the welling of energy like slowly walking into crashing waves of a magic ocean. With each wave, random wands and staffs were recharged of some of their lost magic as darkvision potions were spontaneously reconstituted. Magic rippled down the walls like light reflected off a pool of water as the first sounds of voices were could be heard. These were exclamations to a higher cause and proclamations to their dragon masters.
Following the passage around one final series of curves the heroes find that the escape passage comes up under a grand throne. A gilded grate under the throne's seat faced out on a cavernous audience chamber. The ceiling featured the elven pantheon looking down upon the elven races depicted in historical scenes on the chamber's walls. The floor featured tiled geometric designs focusing that converged on a swirling pool of raw magic. A black oily substance congealed like stains of blood in spots along the surface. Clearly visible through the thin delicate mesh were four cultists ceremoniously removing magical armor and clothing and casting them into the pool of radiance- all save for their iconic draconic masks and a single weapon; however they were not the only individuals present, the frightful presence of dragons could be felt if not immediately seen.
After disrobing stood a masked man holding a magical sword and plain unadorned shield, this was Ellis Giraud; another masked man, this one a naked spellcaster with locks of white hair and a familiar staff- the Dragonservant Holgast Raiserik; a masked nude woman with scarlet hair and a flaming longsword- the Blood-drenched Antipaladin Luersa; and finally to the right of the woman- a raven haired girl with an uguly vile mask but with skin as white as snow- Midnight.
Opposite these four, unseen until the heroes acted, were two dragons: Palasiraks and Dagaronzie, the half-dragon Marjon and three dragon-kin.
Upon seeing this creature the heroes' memories came back in a flood. Events from the Time of Troubles come back as everyone remembers how Dagaronzie evaded them throughout the year but, as fate would have it, the dragon has finally been confronted and the heroes become fully restored to tenth character level.
As the last drop of dragon blood fell, the sun crested the horizon and dropped its warm radiance across Myth Drannor ending the Cult of the Dragon's plans for the Pool of Radiance.
The narrow escape linking Castle Cormanthor with the Polyandrium was dark and ancient; it had a shallow trough that led to regular grates low along the walls for both air and excessive rainfall. The passage was not straight but turned and curved, descended and ascended; presumably to account for elven city buildings above. About a half hour into the delve the heroes encounter a turn in the passage and a cave-in which was quickly cleared with the help of four summoned small earth elementals.
After bypassing the collapsed tunnel the heroes could begin to feel the welling of energy like slowly walking into crashing waves of a magic ocean. With each wave, random wands and staffs were recharged of some of their lost magic as darkvision potions were spontaneously reconstituted. Magic rippled down the walls like light reflected off a pool of water as the first sounds of voices were could be heard. These were exclamations to a higher cause and proclamations to their dragon masters.
![]() |
| Midnight |
After disrobing stood a masked man holding a magical sword and plain unadorned shield, this was Ellis Giraud; another masked man, this one a naked spellcaster with locks of white hair and a familiar staff- the Dragonservant Holgast Raiserik; a masked nude woman with scarlet hair and a flaming longsword- the Blood-drenched Antipaladin Luersa; and finally to the right of the woman- a raven haired girl with an uguly vile mask but with skin as white as snow- Midnight.
Opposite these four, unseen until the heroes acted, were two dragons: Palasiraks and Dagaronzie, the half-dragon Marjon and three dragon-kin.Upon seeing this creature the heroes' memories came back in a flood. Events from the Time of Troubles come back as everyone remembers how Dagaronzie evaded them throughout the year but, as fate would have it, the dragon has finally been confronted and the heroes become fully restored to tenth character level.
As the last drop of dragon blood fell, the sun crested the horizon and dropped its warm radiance across Myth Drannor ending the Cult of the Dragon's plans for the Pool of Radiance.
Somewhere in dark room and an unknown amount of time later Holgast Raiserik opened his inhuman eyes. Eyes that no longer saw things in normal light spectrum; instead the archmage could see deep into the heat spectrum- he had the dragonsight. Furthermore he felt that his arms and legs were different, lighter and quicker to obey the mental commands of his nervous system. Holgast smiled as he regarded his scaly skin and his new body- everything had worked perfectly.
Wednesday, March 9, 2016
Journal of Marcus Wands: Myth Drannor
1 – Cormanthor Castle. The castle is completely intact, but Jared and I found it an impregnable stronghold of devils and gargoyles.
2 – Speculum. This old mages' hall is in disastrous condition. Our
attempts to descend into the hall met with attacks from devils and ghastly a mutation
of a mind flayer. We vacated the are immediately.
3 – House of Song. The old Oghma temple is largely intact, but we had
no time to research it. Strange music emanated from the temple at times. We
have noted it for our next expedition.
4 – Tyrintar's Hall. This building is haunted by the undead. The central
banquet hall still is relatively intact, but undead dine there.
5 – Irithlium. The walls of this old hall of magic still stand, and the
dungeons beneath its ruins may have potential, but a curse affects mages here.
Regardless of what precautions we take, we suffer severe headache and fall
unconscious in this area.
6 – Tyryl Towers. The upper parts of this school were mostly blasted away in the Battle of the Army of Darkness, however, the two westernmost towers still stand. These are to be avoided at all costs. They are haunted and guarded by some sort of magical ghost. Much of the subterranean area of this school of wizardry remains intact, but the old lich of the school, Azimer, is too temperamental and insane. Somehow, he decided we were allies of the missing prince of Scardale, Lashan, and he beacame quite determined to destroy us, succeeding to some extent. We were forced to flee. The next expedition should be prepared to destroy this lich, so that we can conduct our research properly.
6 – Tyryl Towers. The upper parts of this school were mostly blasted away in the Battle of the Army of Darkness, however, the two westernmost towers still stand. These are to be avoided at all costs. They are haunted and guarded by some sort of magical ghost. Much of the subterranean area of this school of wizardry remains intact, but the old lich of the school, Azimer, is too temperamental and insane. Somehow, he decided we were allies of the missing prince of Scardale, Lashan, and he beacame quite determined to destroy us, succeeding to some extent. We were forced to flee. The next expedition should be prepared to destroy this lich, so that we can conduct our research properly.
7 – Shaundakul's Throne. There is evidence that this temple honored a
forgotten god Shaundakul. We were unable to tell whether he was an elven
or human god, but we suspect the latter.
8 – Dragondark Tower. The upper levels of this school of wizardry were
completely destroyed, but there are signs that lower levels still may be
reachable with proper equipment.
9 – Windsong Tower. The walls of the greatest of Myth Drannor's wizard
schools still stand, but whatever is to be found is underground. We entered
these levels and found them highly intact but also filled by a pervasive,
sickly magic that tried to draw us inwards and succeeding in winning some of
us, who did not return again.
10 – Ursplindaar. This library doubtless held knowledge that was
priceless, but everything that is on this site was blasted away, and we found
no trace of it.
11 – Sanctorioum. This great library too has vanished beyond all trace.
12 – Incanistaeum. This was our one success. The upper levels of this great
school of magic are partially intact but have been emptied of all treasure. We
did succeed however in searching the first underground level, and this was the
source of most of the magic returned to Waterdeep from this expedition.
13 – Tower of the Hand. The temple to Azuth may house lost Myth
Drannor's greatest magical treasures, but as far as we can ascertain, the
temple has vanished completely.
14 – Hall of the Guild of Naturalists. The eastern face of the hall has
been blasted away, but the remaining walls still stand intact. However, this
structure would more rightly be called the Hall of the Guild of Stirges. We
turned back.
15 – Glyrryrl's Pool. This area too is completely mage cursed.
16 – Thelenaeum. The old hall of mage philosophers may indeed prove to
be another great discovery. The upper level is fully destroyed but the
subterranean entrance seems to have been fully protected by rubble. We
descended a ladder in a shaft some two hundred feet and checked the beginning
rooms. We had the impression the Thelaneum has been genuinely abandoned since
the fall.
17 – Lathander's Farm. This colony of purposeless monk-priests seems to have
set up a protective zone around its settlement that keeps devils out. We sought
no contact or strife with the Morning Lord's priests – this time.
18 – Burial Glen. This is a doubly dangerous area. Undead haunt it by
night, devils steal tombstones and drop them upon your head by day.
Thursday, March 3, 2016
03/02/16 Tragidore Session 16: Plots Revealed
| Indrith Shalla- Priestess of Lilith |
The heroes from Tragidore came into the ruined House of Song, an old theater-temple to
Oghma, to find five robed humanoids gathered at the five points of a pentagram
sketched on the theater’s floor. The diversion, for that is what it was, had
luke-warm success but at the end of the session the heroes, with the help of
Yontryl Amatar, defeated the secret priesthood of Lilith.
Along with helping Yontryl recover the Key of Irithlium, the heroes captured Orbakh’s
Bone Mantle and Ivory Scepter; Shamoor’s Mirror Mask;
and Salvarad’s Winged Mask,
as well as ledgers, journey books, and correspondence that reveals the threads and machinations of this sect of Lilith faithful.
Much of the Cult of the Dragon’s plan has been plotted behind the scenes by Lilith’s Priesthood including the preiesthood's current location the House of Song where the Lilith faithful practice their dark arts. For over a year the Lilith Priesthood solved for many of the Mythal’s magic limitations with metamagic components save for necromancy and the creation of undead within Myth Drannor.
Capitalizing on weakened and disorganized faiths in the aftermath of
the Time of Troubles, the new Priesthood of Lilith (formerly Shar, goddess of
night and loss) facilitated a way for the Cult of the Dragon to move art and
magic excavated during the Endeavor through Aurora’s
mercantile exchange through Waukeen contacts and associations.
The goal for Velsharoon’s clerics for the Cult is to
taint the Mythal to overcome the restriction on creating undead so that the Cult of the
Dragon may raise an undead dragon if Dagaronzie
does not survive the Immersion (see contingency plan); but the Lilith Priesthood have lied to the Cult and the clerics of Velsharoon and hoped to eventually betray the Velsharoonites including the Supreme High Dragonservant.
The Immersion Ritual, is a kind of magical baptismal rite; it immerses certain key Cult individuals into a Pool of Radiance, made exponentially more powerful by the sacrifice of hundreds of magical items over the coarse of the Endeavor, so that Cult of the Dragon may operate unrestricted in the Mythal- if they survive. This too was a lie for the Priesthood of Lilith, for they have successfully overcome the Mythal's ban on certain magic on their own; however there remains an untested theory in regards to the creation of an undead dragon.
We pick up next week after your two hour rest in a rope trick with Yontryl, as promised, leading you to the secret passage to Castle Cormanthor.
![]() |
| Castle Cormanthor |
Wednesday, March 2, 2016
Journal of Marcus Wands: The Mythal
![]() |
| Marcus Wands |
"A mythal is a powerful magical
effect created by a group of spellcasters to protect and ward a large area with
numerous powerful enchantments. The earliest mythals were created by a circle
of High Nethereese Mages; a creation that sometimes required the willing
sacrifice of the lead caster's life, a result that lead to the first mythal's
being named after its creator. Mythals could permanently alter The Weave to create an area wherein the normal
rules of magic no longer applied. A typical mythal prevented certain schools of magic from being employed while empowering
others. It could restrict access to the warded area to certain classes of
beings. In addition, many mythal characteristics corroded over time, and if not
maintained could become corrupted.”
The following are notes and observations my associate, Jared
Mallred and I employed on magic and its behavior in Myth Drannor during our
ten-day survey; to explore the lost elven city at great personal risk and plumb
the Mythal’s secrets…
![]() |
| Jared Mallred |
Pleasant as the climate is it only makes this haunted city, still
at one with the forest, that much more surreal. Haunts, some malign- while the
majority are ‘mythal echoes’ of the souls who lived and died here.
Light spells are enhanced somehow lasting twice as long as
normal creating dim illumination in even the darkest of nights while glammers,
patters, phantasms and shadows fail completely.
Our early tests indicate an ease in summoning and calling
spells but due to the thin planar fabric in and around Myth Drannor, spells
within these schools will more likely than not produce undesirable results. Although
abjurations produced better than expected measurements by all accounts.
Some observed continuous spell-like effects during our brief
survey include: feather fall, resistance to fire 5, ward-like spells seem to be
permanent once laid, furthermore spells from the fire sub-school always have
their energy type changed to cold.
In addition, Mallred and I can happily confirm natural
occurrences of Blueglow Crystals and their recuperation
properties; whether these crystals have the ability to cure feeblemindedness,
disease or remove insanity remain untested.
Low magic spell effects seem to be unaffected from magical
surges but plant-affecting spells always surge with magical energy to create
chaotic results.
Successful Tests: recharged a wand and a staff, language-based
spell restriction are lifted,
Unsuccessful Tests: Animate a dead corpse, spontaneously enhance
a spell with metamagic, recharge a necklace of fireballs. Charm enchantments
and compulsion experiments were inconclusive and has likely destroyed Jarred
and I’s working relationship forever.
Thursday, February 25, 2016
02/17/16 Tragidore Session 15: A Familiar Stranger
Our session began with combat; when after investigating Lyssic's crypt’s
antechamber the guardian statues moved to intercept the
hero’s trespassing- in the same manner in which these stone sculptures bludgeoned
the Blackrock Company to death. Each successive combat round brought out
increasing dangerous cultists starting with a quintet of fast zombies, many of
which fell almost immediately after Alaric channeled positive energy.
Next a familiar group of masked cultists follows on the heels of the
zombies; familiar because they wore the usual molded leather masks, masterwork
dragon-claw bracers, minor magical cloaks, and amulets. After that Nevessam and Zilvereen enter the fray with a failed death attack and magical necromantic
rays. Soon it was down to only one guardian statue, an unseen caster (Nevessam) and two masked cultists who
would fight to the death, but when Wendel rounded the corner to find the unseen
Nevessam, Wendel saw Yontryl delivering the killing blow to the cult
spellcaster.
Soon, after combat and the water settled, the heroes of Tragidore
gathered treasure, recovered the Divine (Spark) Scarab, and identified the
bodies in the water. The remains, obviously overwhelmed by the dangers in
Lyssic’s crypt, were bloated from a week decomposing in the shallow antechamber
water; these were Sanford Stubblemane, Elad Edals, Delia Navamir, and Themian Ailduin. These last two brought a hereto unseen rage out of the beautiful
woman. It was then Yontryl finally explained the truth of who she really was.
She is not a Knight of Myth Drannor, but a ‘Stranger’ – individuals in
Bordane’s Iron Clergy who infiltrate organizations and churches in advance of
the priesthood of Lilith who prey on weakened organized institutions in the
aftermath of the time of troubles. Yontryl’s main objective was to keep the tome:
The Key of Irithlium out of
the hands of the Church of Lilith (Shar). She attempted to keep the tome at
Trinity Church, but after attempting to find a suitable ‘bearer’ she conceded
to carry the book herself; in that, she would eventually fail.
The Blackrock Company
too served the Iron Lord Bordane but waged their conflict against the cult of
the dragon directly; they died in service to the Iron Hand. Yontryl asks the
heroes to fight with her against the Lilith Priesthood and retrieve the Key
of Irithlium, and she would
then show the heroes a secret passage under Castle Cormanthor (where the
cultists organize their plans).
Not an hour after the heroes first stepped foot into Lyssic’s Crypt the
heroes left for the House of Song, an old temple to Oghma in Myth Drannor. When
talk wandered to the kids, Yontryl explained she witnessed them freeing the
last pen of slaves before they headed to the shrine to Mystra and the portal
back to the Tragidore region.
Venturing closer to Myth Drannor the heroes could feel the power of the
city’s Mythal similar an electrical static charge, but when they saw the tangle
and maze-like features of Myth Drannor they were thankful for the possibility
of a secret way to the Cult of the Dragon. Yontryl explains that Lilith
Clerics, to keep dragon cultists away, lied that there was a magic dead area
surrounding the ancient temple. The former temple of Oghma was round and domed with
scores of skeletons ringing the structure where gargoyles once stood sentinel;
flying about were two Erinyes, handmaidens of Lilith, who spotted the heroes
once they closed the distance between the safety of cover and the ruined
temple.
We pick up next week with the heroes entering the House of Song.
Wednesday, February 24, 2016
Message from the First Cleric
![]() |
| Nevessam |
With all respect nobleman, you must break the seal on the Crypt
of Rothilion as soon as possible. The Dragonservants grow anxious;
furthermore, I have been told by Luersa
that the contingent phylactery has arrived for the ceremony should all else
fail; her obsession with Midnight grows with each passing day. We shall soon
have our hands on the items within the Irithlium so we may include them in the Immersion ritual. Take care that you
acquire the Divine Scarab soon or Dagaronzie
will be displeased - I doubt she would suffer well a second major setback in
such short of time- not after Waterdeep; not to mention you will earn the
enmity of the High Dragonservant. Oh, and I'm planning on putting a disease on
that animal that Ryngoth treasures so much, I personally will not watch an
ANIMAL benefit after a year of work and research.
First Cleric,
Thursday, February 18, 2016
02/17/16 Tragidore Session 14: Kesefehon and Lyssic’s Crypt
It is two in the morning when we rejoin the Heroes of Tragidore
after their hostile sweep through the Crypt of Orbakh; having gathered treasure
and propping the guard out front complete with props to make it seem nothing
was amiss where the ‘Beautiful Flower’ spawned untold copies of the same man
(Naergoth) from before the fall of Myth Drannor.
From this crypt, adjacent to the Tower of Bones, the heroes plotted out
three possible ways to the Crypt of Kesefehon where they learned (from multiple
sources) that the Everflame wards were assigned.
One possible route passed close to a tomb of noblewoman where an alert
sentry kept a watchful eye over the cult’s slaves. The second path that
appeared clear would take the heroes close to a clearly haunted memorium that
stands to honor the brave elves, humans, and dwarves who fell in the defense of
Myth Drannor. The last route and most northern brought the heroes close to the
tomb of a once popular performer and orchestrator that is also being used as a
slave pen; nevertheless the way appeared clear.
What the heroes didn’t know was this route was also close to Lyssic’s
Crypt (where the Blackrock Company disappeared). While attempting to sneak idly
by using the cultist’s favored garb the heroes were hailed by Daniel a masked
cultist accompanied by two zombies. After a brief exchange Daniel ordered the
heroes to follow his two zombies into Lyssic’s Crypt and kill the trespassers.
After watching the zombies disappear into Lyssic’s Crypt and Daniel
back to his post, the heroes continue toward their goal of finding the
Everflame lads and ladies.
The Crypt of Kesefehon was typical for an elven hero, wolf stylized
motifs and artistry adorned every detail. After defeating several glyphs of
warding, spear traps, and poisonous gas, the heroes finally find the seven
young men and ladies unconscious and in a measure of old stale water. As Zadrian
commenced the rescue effort, Cadthronn and Arne hear a death scream from back up
the ruins.
Knowing it was not the glyphs going off again Cadthronn and Arne decide
to investigate, while one by one the kids are being brought up from the
poisonous gas and then healed with positive energy by Wendel and Alaric.
Back at the statue room Cadthronn and Arne discovered a previously
undiscovered secret door was now open and from it issued horrible
transformative wails from Daniel who was now a mummy under the control of
Kesefehon- a mythic mummy. The battle composed of five burning mythic skeletons
and Kesefehon who killed and turned Daniel into a mummy, summoned a sandman who
in-turn brought forth five sand-formed skeletons.
![]() |
| Kesefehon |
After the battle and after the Everflame wards were rescued, the heroes
recovered the Staff of Visions, Resonating Breastplate +2, and a Keen Longsword
+1 Mythic Bane.
Garret Kordova
Gracia Kordova
Helmo Gundwynd
Mura Gundwynd
Jinter Elmaran
Kaarle Van Richten
Rainey Solerer
The following information was also obtained from the young adventurers…
One of the cultist’s main plan is to taint the mythal somehow- they are very
near the completion of their plans. Some of the cultists started to demonstrate
draconic traits ‘scale-touched’. Many of the cultists fear the undead presence
felt in Rothilion’s Crypt. And finally the center of cult of the dragon
activity is in and around Castle Cormanthor in the ruins of Myth Drannor.
Helmo and Mura assure the PC heroes they are, with the benefit of the
aids, confident they can follow the back trail to the Tower of Bones and the
shrine portal home beyond. The heroes utilize a scroll of rope trick outside
Lyssic’s Crypt to rest and recover before looking for the Blackrock Company.
Eight hours later, during which Alan only sees the back of two zombies
walking then disappearing into the darkness of the crypt, the heroes emerge and
forage into Lyssic’s Crypt.
![]() |
| Lyssic's Antechamber |
Following a path of destruction, presumably left behind by the
Blackrock Company, the heroes come across a secret alcove where First Light is discovered. After
completely searching the area the heroes hear the scratchy snarls of zombies on
the approach and a feted smell coming from down a set of stone steps directly
across from the secret alcove.
Hidden from undead the hero’s traverse the stairs to an antechamber
filled with about two feet of water. Under a fifteen foot ceiling the three
other walls have doors- two wooden doors on the flanking walls and a stone door
directly across the stairs; at each side are two large statues of soldiers, one
human and the other elf. Floating in the water are the remains of the four pulverized
individuals: two human and two half elves- one of which is female. But just as
all this was being discovered the two soldier-statues begin to move menacingly
toward the party.
We pick up in Lyssic’s antechamber and combat.
Subscribe to:
Posts (Atom)
















