Thunder on the wind

Drawing the wall Part 3

The party begins Encamped upon Dragon mount surrounded by their Army.
(20 pts remain on the red gem after resting)

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Drawing the Wall Part 2

The Companions of the Blood Wall having made camp within the fortified wall fort take a much needed rest. Giant sized golums are ordered to guard the wall and throw rocks at the enemy fortifications across the river ford. The Thunders army of Hobgoblins, Ogres and Plague zombies amass behind their hasty fortifications and cater to the will of their Master, The Thunderer. Crom, and his dire wolf companion, have been drawn into the ether of the fey and battle a powerful dwarven assassin their ghostly figures only occasionally visible in the night fog.
Sir Fredericks Squire Ray, arrives in the early morning with the lead units of the Companions army. The Army makes camp within the wall fort and gains a brief rest after some brief planning for the mornings attack.
The strongest of the companions army follow the remaining Golums to attack the right flank across the ford to draw some of the enemies force away and to clear some of the Plague Zombies with bow and crossbow. At a signal from The Blood Wall Companions the Army retreats as the great earthen wall of the fortification reforms into a gryphons head and the Companions Charge forth as an irresistible force of fire and war horses charge over barriers and deeply into the ranks of the assembled Hobgoblin warrior elites. The great wall rises behind them with a spectacular show of thorned green tentacles and stone warriors and steeds crushing the broken defenders.

Weaving up the rising path to the top of the hill the companions reach the camp of the Thunderer, General and Master of the Hobgoblin Hordes where they are forced to stop to destroy the gates to the generals sanctuary. Arrows briefly rain down on the party with no effect as they charge once more through the threshold. Rows of Elite guards line the path and a single dwarf stands before an empty stone throne, and is trampled to death. Too late, Staranck warns of a dragon invisible to the rest of the companions and a bolt of lightening and deafening thunder issue forth from the deformed black maw of the Thunderer.
In desperation Sir Frederick channels the raw fey power of the red gem to deflect the deadly bolt. Fully half of the gems energy is expended in a blast of energy as reality is briefly warped around the companions, saving them. The shock wave clears the field of lesser beings as they are swept away by the force. The Iron Dragon, stunned and enraged is thrown to the ground but recovers quickly, standing to tower defiantly before the companions. The ancient iron dragon known as the Thunderer faces the deafened party. It’s wings are tattered and scarred with old wounds leaving them looking almost skeletal. A tarnished metal band is bound around the beasts head covering it’s eyes. The thick band has been in place long enough for the creatures flesh and bone to have grown around it.
Sir Connel engages the beast with Staranck and the warrior Brawn while Sir Frederick charges the dragon over and over wearing it down. The fates are in force and the divine might of the party is brought to bear. A well placed shot by Madoc reveals that the iron band may be a weakness and with the divine aid of Madoc’s father strikes a powerful blow with his lance that breaks the band. The Thunderer Screams in pain vomiting black ichor over Sir Conall before attempting a staggering retreat- lashing out wildly with Claws and tail felling some of the party. The companions are unrelenting and beat the Thunderer until it finally collapses and is beheaded.

The denuded dragons mount is silent and empty of foes. In the distance through the smoke the companions army can be seen chasing down Hobgoblin stragglers as the move beyond the blood walls guardians.

All of the companions who were deafened by the Thunderer remained deafened and feel somewhat detached from the world. Though when they are working together closely they seem to communicate well without having to speak.

(Party is now 12th level, there are 16 points remaining on the red gem – enough for 1 day or 2 if you rest)

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Drawing the wall Part 1

The party is now 9th level and have all sworn on the red Gem of Craven to support Sir Frederick in calling forth the blood wall to halt the Goblin horde and their plague zombies. You begin just north of the Darkwood in an elfin battle camp. The party joins a cavalry unit set to charge the left flank of an invading force of Hobgobins.

Red and black clouds gather over the party as they thunder forward, an un-natural coolness radiates from their left. As the hooves of the party pass over the ground it is stained with blood red light and begins to rise. Like a plow furrowing the ground, Great mounds grow behind them before bursting upwards in a spray of dirt, rock and plants rock face, growing to a great height before cresting at the top and tumbling down upon itself. Large chunks of debris tumble down rolling and taking on monstrous stone forms that leap forward crushing all they encounter; Stone horses spotted with dirt, dried grasses for manes and fire for eyes; Animals grow and mutate into ferocious beasts howling; Vegetation grows to immense size or spreads, suffocating or breaking asunder structures, geography and bodies.

Your enemies and allies flee in fear.

for the blood wall mechanics read here The Blood wall

You are on day 4 of a 8 to 9 day journey wading through armies of Hobgoblins, innocents and war machines for 23 hours at a stretch. The party has just fortified a camp by circling the wall before the heart of the Goblin hordes driven to a frenzy by the thunder to stop you all. 5 huge earth elementals have been instructed to throw rocks into the enemies fortifications while the party rests. The next series of battles will be epic as Sir Frederick and the riders attempt to barricade Persant before the plague zombie hordes invade them!

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Session 15

Sir Frederick tries valiently to organize and assess the situation and while he and Conall Malachi were examining the Prince and commoners frozen bodies. Staranck cast a web covering one of the dark tunnels to keep intruders out. Then he cast enlarge on Crom Grumdalsen who proceeded to hack through the ice on the ceiling near the Monstrous being, collapsing a large amount of ice to the floor and partially freeing the Beast. (adding difficult terrain to the darkness and ice) Battle ensued. The prince was slain ultimately by Madoc with the venomous dagger while many of the combatants were becalmed by an earlier spell he had cast. The Skum Oni was slain? by shocking grasps and monsterous hacking by Staranckand Crom Grumdalsen(67 dam in one critical stroke)with Sir Frederick aiding another. Also joining the fray were 8 or so skum Toadmen summoned by the Oni. It was a difficult fight in cold icy and difficult terrain with visability limited to 10-15 feet by the steam of melting ice and darkness and low ceilings. The party was damaged but victorious and has claimed the sword, Broach and other items. There was an additional battle with a grey ooze hiding in wait in a storage room Maddoc encountered which was driven off with fire but not before it had dissolved Maddocs boots and part of his leg.

+2000 xp

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Session14
The Shard's Eye

NEXT GAME April 8th

Everyone have 300 XP and stay safe.

…As the party approaches the fog enshrouded island the ship fades from view as it casts off, the muted sounds of oars, cracking ice and dripping water seem to echo from the distant towering cliffs of the mountains and mute all other noise. The Panther growls deep in it’s throat at some unseen menace.

Cordon destroys some sort of shark alter and the party is attacked by fish/frog men. (skum) after taking up defensive positions on the short stairway to the lighthouse, the party drives off the skum. Some time is spent exploring (and looting) the cottage and tower a secret door leading to a spiral staircase down is found. At the bottom behind a barred door, the party finds a giant versoin of the “shark headed” skum confronting the Prince of Kilithe. Both figures are frozen in a column of “Fey ice”. The room is cold, dark, and covered in ice. the sounds of splashing can be heard from corridors in the darkness.

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Session 13
Into the Bay?

A reliquary for Craven.

Sir Frederick finds Cravens (d and falling apart) mug of Ivory and Silver in Maggie Mayhem’s shop and an agreement is struck that Sir Frederick will pay for the construction of a fine cabinet to display the “Relic” of Craven, Hero of the great war. Minstrels are paid to sing his praises through-out the land and Maggie discretely sets the agreeable amount pilgrims may pay to see the artifact in her shop. (No cost, free advertising, and she gets to charge customers just to browse her shop… and sell commemorative tokens.) – or at the worst she gets a new shelf and the belt of Sir Frederick to adorn her shop.

The party Makes it’s way to Clayport accompanied by Condro and Lady Bagfase. There they meet Captain Bagfase and put up their horses with Baldric. The Journey is fishy smelling and mostly uneventful with the exception of some gagging sounds from the large cat and Barbarian.

They eventually arrive at their destination and disembark onto the rapidly melting ice surrounding Beacon island (Frost Island)

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Session 12
The Prince's tale

Lunch with the Royalty

Lunch is in a large Airy Dinning hall open to the courtyard balcony on one side. Attending are:
Yorick Falstaff – Seneshall and Head of affairs- distracted but fastidious. Very interested in Persant’s current events.

Micheal – Elwood Wainscott the 4th – Has an odd look to him (fey-marked) He is concerned about the increase in refugees and impact w/ elves and the Darkwood.

Mordin Sage – Dark brooding and lethal looking, he is the current commander of the Dragon Guard – an elite combat and scouting force that is feared and respected.

4 Dragon Guards- tattooed stoic but have a up to something aura about them. It is discovered later that they have captured a bugbear and had him wrapped in a green ribbon with bells – exactly as ordered.

Froth – Master brewer, Halfling / sage will tell the story of the Lost Prince of Kilithe.

The tale of The lost Prince of Kilithe

By the agreement of the peace moot after the colonists of Persant had driven back and defeated the hordes of the great incursion, the Blood Clasp was given to the Ruler of the Fortress city of Kilithe were The hero Craven is entombed. There it remained in the Vaults, and should have remained. Persant Blossomed into a fine Kingdom of honorable deeds and wealth came to the kingdom in the form of metal, wool, wheat, and the Finest horses. But the greed of the Nobles of Persant combined with the eventual boredom of the knights bred internal conflicts.
About 40 years ago Prince Tommilo Bogwrathe, Lord of Kilithe Fortress over the forests of Bast, and hater of Elves died of mysterious circumstances. The blame was put on Elven assassins, and his son Prince Padd Bogwrathe under the guidance of an appointed advisor became the Tyrant of Kilithe. He was well known for his excesses and desire for conflict. He was the lord responsible for many of the early border conflicts between Tridracus and Persant. It is told that in the days following the Destruction of the trade bridge between our kingdoms he went quite mad with rage and attempted to lead an invasion by sea. When the King of Persant denied the ships he demanded he commandeered 3 privateers who in time reported that he had “fallen overboard in a terrible accident” in which two of the ships was lost in The Breach. (The Advisor has since ruled Kilithe – Count Ericor, and continued many of the same excesses)

The tale of the frozen isle of Shards Eye

Lady Bagfase – A “Lady” from the coast and a bit of a story teller. She discovered the map fragment and knows the fisher folk lore fairly well. Her Father owns a fishing vessel.Wants passage to Apple cove.

The Beacon is a small abandoned lighthouse on a small rocky Island in the Breach, a narrow and dangerous straight once used by privateers and owned by Persant. The passage has been plagued by fog and ice , even in summer, rendering it useless.

See the Main map for a Map of the Tridracus coast.

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Session 11
Audience

XP so far 6263

The Silver’s Grotto

The Party has been accompanied deep into the Darkwood and, after leaving their weapons aside, into the hidden grotto of The Silver. The grotto is located at the end of a gorge with sheer cliffs of grey-black sandstone rising nearly 200 feet above the valley floor. The deep, cool gorge, which is only 100 feet wide in places has numerous waterfalls cascading over its sandstone cliffs. Plant life, including hemlock and birch trees and various types of wildflowers, ferns and moss thrive in the gorge. A cascading waterfall, a wide recess cave and a small pond line the far edge of the Grotto. The group is led to a circle of polished white stone lined with Benches at the center of the immaculate woodland and their every need is attended to by Elven servants dressed in diaphanous clothing. There is a light fog close to the ground. Brian senses a strong fey presence here and refuses all food or drink and is generally surly though the rest of the party relaxes bathes and eats. When all are resting about the warmth of bracers about the white circle in the clothing offered while their own clothes are washed the attendants fade into the darkness and The Silver walks silently into the circle.

The aura and presence of The Silver is sublime. While she wears a similar plain white gown as her attendants did, She radiates nobility, strength and beauty. Her long white hair flows over lithe muscled shoulders and pale skin. At her brow a plain silver circlet rests complementing elven features and dark eyes with pink irises.

Introductions are made and Sir Frederick delivers Count Bast’s message. She has him read it aloud while leaning on Crom and feeding him grapes. "I Count Bast, High lord of the eastern Darkwood and keeper of the Western Gate of the blood wall do hereby grant Sir Frederick, who bears my mark, the authority to speak on my behalf, and thus on the behalf of the Kingdom of Persant in all matters that may concern the safety of it’s people. " The Silver adds her mark to the paper, recognizing his authority, and declares that she will aid Count Bast and Persant in exchange for the peaceful return of the Eastern Darkwood to her territories. A somewhat stunned and awed Sir Frederick nods numbly in agreement adding that He will do his best to honor that agreement if it is Count Bast’s will… after which The Silvers somewhat feral smile disarms him completely.

The Silver performs a scrying and shows the party the frozen image of a young Knight of Persant she says is a foolish prince of Kilithe trapped upon an island of ice and light. He stands, longsword raised to strike and shield in hand. On his cloak is a ornate clasp of gold and silver with a large ruby. The clasp she claims is the key needed to restore the wall. His sword is mine and was taken without my leave. If the prince still lives, kill him. Return with the clasp and she will instruct you in it’s use.

Madoc Asks for information about his heritage, specifically his Elven father. The Queen of the Darkwood firmly takes his hand in hers, cuts him across the palm with a nail and licks his palm. (which goes numb) She says she knows all who live in her wood and will give him the information he seeks if he agrees to aid Sir Frederick keep his word to her. This encounter seems to have some lasting effect on Madoc who mumbles to himself more than usual in the following days. (Madoc gains the temporary trait- Connected to The Silver>

The party is then dismissed and taken to rooms prepared for them while Slythean conducts business of his own with The Silver.

The City of Tridracus

The Party is guided to the Library’s within the city of Tridracus to seek information about the island of ice and light.
In the city the party splits up, each seeking knowledge in her own way.
Gaabryn befriends the son of a fisherman from Clay port on the martial practice fields, and later in the Cloak and riposte (Fighters and Flagons) where she enjoys strong ale and fiery dragon wings under a mounted red dragon head.
Sir Frederick meets with the local Nobility and secures rooms at the main inn.
While the expense of the library deters most of the party Conall Malachi Pallidin of Celestria (Patron Goddess of the Kingdom) gains free access though has little luck the first day and is instead distracted by a treatise on the construction of wells.
Crom explores the high-brow Thinkers and drinkers tavern and is beset by a trio of sages who are most interested in his Barbarian heritage, questioning and recording notes well into the night. An experience Crom finds most satisfying. One of the sages – master Froth, a halfling vintner, offers to help with research in the library; Another identifies the species of the barbarians new puppy as a Dire Wolf pup. Staranck looks after Crom suspecting that he may get into trouble.
Madoc discovers Maggy Mayhems lost emporium, a purveyor of many objects of both exotic and mundane interest. He gets up to some mischief with a sample of an experimental potion and a cat, (and later by dosing a drunk Gaabryn. Crom returns here in the morning and spends all of his gold on 3 doses of a potion that he hopes will help him locate his lost relatives.

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Session 10

The party passes into the Darkwood, stays the night in an Elvin village. Slythean discovers how long he has been out of the world. The party reaches the Silvers grotto.

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Session 9

Wherein the party narrowly avoids the enticements of a “Fey portal” and escapes Cravens race emerging at “the moot”. They gain a companion from the Fey portal – Sythian – an Elvin palidin who seeks and finds honorable combat with knightly members of the party. He loses and agrees to escort the party through the Elven territory known as the darkwood.

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