Valoreign

Session 11 Epilogue
To kill a god

The party takes the ferry to Saltharbor, a small town nestled on an island in the middle of an interdimensional space created to imprison the mad god Zentharion.

The people of Saltharbor are inviting though a thousand years out of touch with surface life. The guards of Saltharbor are another matter, suspicious and distrusting of the NPC’s. Saltharbor Guard is a noble profession and the guards act much like nobles on the surface, uppity and pompous.

The party learns a little of Saltharbor, but nothing of the tower which is strictly off limits. They do find the story of Zentharion’s bid for power and subsequent fall from grace in the town library. Notable to the Elf is the fact that Zentharion had destroyed the elvish Great Tree before his banishment, putting two and two together, he realizes the great tree depicted across the tower doors is the Great Tree. There is also a passage about an emergency escape system to be used if something were to happen to the mad god.

They meet the town elder, a disheveled old woman with a cane. She immediately takes a disliking to the party, in particularly the elvish barbarian.

As the party stays in Saltharbor, they realize that some form of powerful sleeping magic overcomes the town each night at 10pm. Through various means, the party stays awake and uses the nights for intel gathering.

As the days wear on, it becomes evident that someone is painting the party as cursed, spreading rumors, and possibly even controlling townsfolk to incite violence. Quickly catching on, the group manages to resolve the encounters without violence.

The party eventually discovers that the village elder is the mad god. Noc follows her one night and watches as she touches her cane to the doors of the tower, and the relief of the great tree briefly becomes something more as the cane seems to melt into it, allowing her entrance. The color drains from the doors and the cane pops back out as she passes.

Combat commences with Zentharion, victory belongs to the party and as the god lays dying the interdimensional space begins to collapse. The edges of this reality start to crumble, and the townspeople rush for the tower. While everyone is packing into the tower, the party discovers an intricately carved relief of the surface of the island of Tortage.

The map and its pieces are carved to a level of detail that looks almost impossible, like a living relief. They notice the following:

  • Honest Captain Jack the Liar appears to be getting dragged up the volcano by a brutish pygmy, both figurines are immaculately detailed. There appear to be lesser pygmies cheering on the action.
  • There is a green glow coming from within the volcano, but whatever it is, it’s too small to be seen on the map.
  • there are smaller representations of pygmies and pirates around the jungle, not as detailed as the captain and the pygmy.
  • There is a Nirvan warship just coming into the hazy edge of the maps waters, it appears to be heading in the general direction of the pirate’s cove, where the parties lackeys are hanging out with the less combat-capable pirates.
  • There is a flight of Griffon riders in the skies above the island, Griffon riders are Nirvan’s elite aerial units and similar to Valoreign’s Hippogriff riders.

As the last of the townsfolk seek safety in the tower (with the exception of Father Bryon because, and I quote, “fuck that guy”), the tower seals shut and as the world collapses around it, it drives up into the earth. The interior is dark and the noise is deafening but after several minutes it comes to a grinding halt and light slowly pierces the inside through the windows.

Total Session EXP: 5,400

Notable followers gained
Fritz’s hairy ball
Nelly, proprietor of the Salt Lick
Grunkle, blacksmith
Mister Jerl, librarian
~100 assorted villagers (farmers, cooks, clothiers, etc)

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Session 11 Prologue
Farewell to a dear friend, but the journey must continue

The party makes camp one last time in the mushroom forest, the night begins uneventfully until Sherman and Noc are startled into a state of high alert due to a sudden and overpowering feeling of something changed in the air – a feeling of something watching the party, a slight tingle, maybe some kind of magic? The moment passes and nothing comes of it, they carry on with their watch but nothing else happens and the event is quickly forgotten. The next morning as the party stirs and begins packing their belongings to continue the journey, they realize that Sir Gaheris is no longer with them. His pack of belongings and his bedroll are still there and nothing appears to be out of place, though the bedroll is damp and deep in the folds it’s cold to the touch, almost frosty. A quick inspection finds a hastily written note:

Dear friends,

I awoke last night to a vision of my mentor, Magnus Filgray, in dire need of help. I don’t know the nature of his predicament nor where he is in the world, but my dream seemed to indicate that he had been betrayed and is fighting for his life against some opposing power. I will reach out to him now in the hopes that he has enough strength left to open a portal for me to join him. I have no doubts that we will meet again, best of luck on your journey. Please send my retainers back to Rondel to resume residence in the Black Worg Tower, bid them to wait no more than one year for my return or contact, after which they are free to leave as they wish.
Sir Gaheris

The remaining members shoulder their packs and continue through the mushroom forest.

You don’t travel far before finding a tunnel exiting on the far side of the massive cavern and leave the mushroom forest behind you. Not long into the tunnel, you start to smell a hint of salt in the air. As you continue, the smell gets stronger, almost briny. You see a light ahead in the distance, a small pinprick of bright light in an otherwise dark corridor. As you travel on, the light gets brighter and you are certain you are traveling towards what appears to be sunlight! The salty scent of the air continues to get stronger. You hear an occasional moan from up ahead.
As you get closer to the light, squinting as your eyes try to adjust to being in the dark for so long, you start to hear a slow lazy lapping of water against stone. You finally reach the end of the tunnel and find yourself looking out over a huge body of water. The tunnel just ends, a door-like hole in a massive sheer cliff face, there is a small drop of about a foot to the water, the edge of which is lined in a thick deposit of salt. The water itself is somewhat clear down about 5-6 feet before turning murky white in suspended clouds of salt, softly undulating in the gentle current. In the distance, you see a lonely island, too far away to make out any details. The cliff wall is smooth and appears to travel indefinitely to the left, right, and up, disappearing from your vision. There is a gentle breeze sweeping past the tunnel exit, causing an echoing moan from the tunnel entrance.
Just short of the end of the tunnel a pulley apparatus has been installed. A loop of cable wraps around the device and the ends shoot out across the lake towards the island. There is a looping chain hanging down from the pulleys.

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Session 10 Epilogue
Mushroom Party

The group enters the great mushroom forest, a massive cavern housing gargantuan mushrooms, densely packed like an above ground arboreal forest.

Night 1 in the forest: The party hears a savage roar followed by a shrill humanoid screech, then silence. Investigating they find a toppled mushroom, the crown of which is hollowed out and was being used as a camp. They find the traces of a purple worm attack, and the belongings that appear to be from a Drow who appeared to have slipped while taking a leak off the edge of the mushroom, thudding to the ground and alerting the purple worm. Among the equipment they find a parchment with the description of the party and their roles.

Night 2 in the forest: The party is ambushed by Drow led by a Drider and watched over by a familiar Drow on his giant spider mount. The battle that raged with the Drow caught the attention of a gargantuan purple worm which attacked the players and remaining drow. After winning the fight the party learned that a human mercenary boldly entered the Drow city and offered a great reward for the party never leaving the Darklands, the description matched that of the human mercenary the party has encountered previously with the Elven grenades. The party find a few captives, Svirfneblin that had helped the group in the past, minus two members that perished when being captured by the drow. There names are Belwar (M), Kronthud (M), and Thulmarra (F). They agree to travel with the party.

Last sessions loot, I put an asterix next to things that I think were claimed by characters.

Quelos’Nira:
+1 Mithril Longsword
Mithril Chain Shirt

Fungal Forest:
Tunnel Worm:
89pp, 804gp, 64sp, 180cp
23gp in gems
Mwk Composite Longbow (+2 Str)
Mwk Dagger
Mwk Morningstar
Flail Snails
31pp, 486gp, 1205sp, 7040cp
994gp in gems
Mwk Buckler
Mwk Heavy Mace
Mwk Light Hammer
Mwk Sai
Oil of Magic Stone
Potion of Protection from Chaos
Scroll of Charm Animal
Scroll of Scorching Ray
Wand of Create Water (24 charges)
1,500gp in shell fragments
Dracolisk
25pp, 250gp, 100sp, 500cp
450gp in gems
Mwk Spear
2x Potions of Cure Moderate Wounds

Drow Ambush
1,000pp, 600gp
6x Rapiers
7x Hand Crossbows
100 Hand Crossbow Bolts
6x Leather Armour
6x Bucklers
Mwk Rapier
Mwk Breastplate
1 Buckler
Mek Heavy Mace
Mwk Composite Longbow (
2 Str)
20 Arrows
7 doses Drow Poison
1x Potion of Invisibility
1x Scroll of Dispel Magic
1x Wand of Cure Light Wounds (10 charges)

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Session 10 Prologue
Thunderdome

The party returned the stone of Quelos’nira to the city, and the people once again settled into a more lawful and orderly demeanor… but the force field was still slowly collapsing. Wanting the last memory of the city to be one of peace, the mayor gave the party directions to head deeper into the Darklands… and once they were clear he crushed the stone, causing the rapid destruction of the city and all within it.

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Session 9 Epilogue
Romancing the Stone

Agreeing to find the stone, the party sets off into the Darklands, battling spiders and trolls. They eventually find themselves in the den of a band of Arach’s examining a strange stone. After a great battle, the party retrieves the sacred stone.

Coins 20 pp, 415 gp, 70 sp, 1000 cp

Gems
Citrine (35 gp)
Green Spinel (50 gp)
Jade (120 gp)
Topaz (600 gp)
Zircon (50 gp)
Total value = 855 gp

Art Objects
2 x Carved stone idol (30 gp)
Decorated electrum plate (110 gp)
Ivory drinking horn with copper ends (60 gp)
Ivory drinking horn with silver ends (110 gp)
Platinum holy symbol (500 gp)
Total value = 840 gp

Masterwork Items
Masterwork Heavy Steel Shield (170 gp)
Masterwork Trident (315 gp)
Total value = 485 gp

Magic Items
Breastplate (+1 armor, Mirrored) (4350 gp)
Chime of Opening (3000 gp)
Mistmail (2250 gp)

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Session 9 prologue
Party town

The party comes across an ancient city inhabited by an elder race, the city is slowly being crushed by a shrinking force field due to their artifact stone being stolen. The inhabitants have devolved into lawlessness and spend every waking hour partying.

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Session 8 Epilogue
We've been workin' on the railroad...

The pirate cove has an entrance into the Darklands, courtesy of an early attack by lizard men and Derro. They collapsed the cave entrance but there is still a way to squeeze through.

The party wanders a bit and ends up near a massive Dwarven city, except it’s now inhabited by Derro. They find a massive two-headed troll working a huge drill, trying to break an entrance back into the pirate cove. The party kills the troll, disables the drill, and manages to escape the area by careening on a minecart through the city. On the way out they see a Drow and a massive spider lurking in the shadows of an alley, watching the party with interest.

Past the city, the group finds themselves in trouble when the cart tracks end in a deep ravine filled with undead oozes. They are saved by a band of Svirfneblin, who trade with the party briefly and then go their own way, continuing their patrol.

Coins 4 pp, 149 gp, 240 sp

Gems
Garnet (80 gp)
Jasper (60 gp)
Opal (650 gp)
Rose Quartz (50 gp)
Total value = 840 gp

Art Objects
Ivory bowl with animal carvings (40 gp)
Total value = 40 gp

Magic Items
Full Plate (1 armor) (2650 gp)
Light Crossbow (
1 weapon) (sheds light) (2335 gp)
Potion of Blur (cr, 300 gp)
Potion of Sanctuary (cr, 50 gp)
Scroll of Protection from Good (cr, 25 gp)
Scroll of Summon Monster I (cr, 25 gp)
Scroll of Sun Metal (uc, 25 gp)
Total value = 5410 gp

Total value 6503 gp

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Session 8 Prologue
Fantasy Island

After sorting out the horde uprising by forming a treaty with the barbarians, the king is less than pleased. He does not trust the barbarians but what’s done is done.

He gifts the party the volcanic jungle island of Tortage, and bids them to clear it so the royal engineers can begin designing and building a military settlement there, as a first responder to any future barbarian attack.

Arriving at the island, the party talks to their new(ish) friend, Captain Honest Jack the Liar, who tells them that nobody has ever been able to settle the island because it’s protected by an old god that is rumored to be entombed somewhere deep below in the Darklands. They agree that Captain Jack can be the harbor master for the new settlement if he assists the party by clearing the jungle of pygmies, while the party goes below.

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Session 7 Epilogue
Barbarians at the gate

I’ll fill the details here later, but exp and loot is below:

Experience: 20,000 total (4,000 each), also +1 mythic level

Loot:

Abban
Fate’s Shears
All-seeing Armor
Ring of Protection +1

Krag’nar
2x +1 Greatswords
Lucky Drunk’s Mail
Hero’s Release Pendant

Wyvern Attack:
1675 gold
Masterwork quarterstaff
Oil of magic weapon
Scroll of Charm Animal

Ogre Ambush:
5x potions of Cure Light Wounds
potion of Cure Moderate Wounds
potion of Invisibility
Scroll of Cure Moderate Wounds
2x Alchemists Fire
Amulet of Natural Armor +1
Cloak of Resistance +1
Ring of Protection +1
18 Javelins (large)
+1 Greataxe (large)
Chain shirt (large)
Masterwork breastplate (large)
Masterwork Greatsword (large)
Unholy symbol
3x hide armor
3x greatclubs

Dragon:
3,299 gold
470gp gems and jewelry
960gp in artwork
Masterwork Mandolin
Engineer’s Work Gloves
Horn of Fog
Wand of Reduce Person
Potion of Hide from Undead
Potion of Spider Climb

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Session 7 Prologue
Any Port in a Storm

Not much for the prologue, Honest Captain Jack the Liar is dropping the party off on the coast south of the Gorgorond port of Sthenos, it’ll be a short hike to the port where they can supply up and prepare for the berserker lands.

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