Thursday 31 May 2007

The party breaks up in the Temple of Zilkloog

Irreconcilable alignment differences finally caused the party to break up while they were exploring the Temple of Zilkloog. Grim opened the door to Zilkloog's chamber to reveal a huge nine-foot-tall mind flayer, Zilkloog. Zilkloog thanked Mavik for bringing him a tasty adventuring party to eat. This prompted Verschoyle to attack Mavik, and when Mavik protected himself, Verschoyle teleported away. Mavik, meanwhile, found his familiar and left. Paik explored the temple (apart from Zilkloog's lair) but didn't find any loot and decided not to rescue the prisoner he found. (She will presumably have been eaten by the time of the next adventure, so I hope Paik has that on his conscience.)
Zilkloog still wants to eat your brains.
The campaign in its current form has basically come to a halt. The plan is to continue in the same setting but with partially new characters who will get on with each other better. Verschoyle and Paik (the non-evil characters) will stay, and will be joined by new characters being created by Henrique and Imre. I will arrange for the adventure to take place within Grim's territory, so that he can join the party or govern his kingdom depending on whether Greg can make it.

Unless Henrique and Imre would like to say otherwise, I will rule that Mavik has gone to live with Vurdak Deathlord to study necromantic magic, and Zumm has taken to wandering the wilderness meditating on his religion.

So now we have:

Matt: Verschoyle, human wizard 9/human paragon 1, Neutral Good
Tom: Paik, changeling bard 9, Chaotic Neutral (I think)
Henrique: Horgar Horgar, bugbear fighter 6, Chaotic Good
Imre: (name and species to be decided), paladin 5/Exorcist of the Silver Flame 5, Lawful Good
Greg: Grim, warforged fighter 6/Warforged Juggernaut 4, Chaotic Neutral

It looks like the party's alignment averages out at chaotic good and there's nothing that will tear the party apart. My initial idea for a plot is for each character to receive a vision from Jubarex of the Trumpet, the good outsider that Verschoyle, Grim and Paik have already encountered, and sent on a mission in the caves beneath the Tomb of Dragith Nurn.

Also, Zilkloog still wants to eat your brains. He hadn't wanted to be a recurring villain, but it looks like you've forced that upon him.

Friday 25 May 2007

Last two sessions

After you assassinated the high priest of the Mockery, the battle quickly turned to your side's favour, and Thurizan's army retreated. Horde Commander Koll said that you had proved your loyalty to the Daughters of Sora Kell and released you from the army's service.

A winged succubus appeared and delivered a letter to Verschoyle from Tharrad Katarn. It contained an invitation to the next gathering of the Society of the Shadow Art, the wizards' circle to which Katarn belonged. It also had a request: Tharrad Katarn had heard that the Trumpet of Jubarex, an artefact belonging to a powerful outsider, was somewhere beneath the temple, and he asked if Verschoyle could retrieve it.

Verschoyle, Grim, Zurga, Hurgadar and Primrose the flesh golem explored the forgotten dungeon beneath the Temple of the Cleansing Blade. They defeated an undead high priest and several undead zombie torturors, and then (barely) defeated the stone golem that was guarding the trumpet. However they also found Jubarex herself, the owner of the trumpet, so they did the decent thing and returned it.

Meanwhile, Zumm helped the priests to re-dedicate the Temple of the Cleansing Blade. Later, while meditating in the hills, he had a vision of a powerful outsider called a Trumpet Archon who told him to turn from his evil ways.

The party travelled back to Graywall, sold their loot, and met up with Tharrad Katarn, who teleported them to the gathering of the Society of the Shadow Art.

The Society of the Shadow Art consists of:

Tharrad Katarn, a tiefling conjurer who likes to summon extraplanar creatures. He introduced Verschoyle to the Society.

Vurdak 'Deathlord', a goblin fleshwarper who performs obscene experiments such as grafting undead limbs onto his living ogre slave. He introduced Mavik to the society.

'Archmage' Vardis Kelor, a human wizard who founded the Society and is its most powerful member.

Eradon Thrisk, a human mystic theurge who is fanatical in his devotion to the Shadow, god of dark magic.

Valanthe Galadonel, an elf wizard who seems interested in history.

Borruk, an elderly bugbear loremaster who collects knowledge for its own sake.

The party met Mavik Hilford, another wizard who was applying for membership in the Society. Verschoyle and Mavik both narrowly passed the test and were accepted into the Society.

Verschoyle left Primrose the flesh golem with Vurdak Deathlord, and commissioned him to graft a +1 longsword in place of the golem's hand, making it more effective against some foes. Vurdak will bring the modified flesh golem to the next meeting in about three months' time.

Mavik told the party that his familiar was lost, and enlisted their help to get it back. He led them to a goblin village within the territory of the warlord adjacent to Grim's territory. This village worshipped a strange god called Zilkloog, actually a mind flayer posing as a god, and offered sacrifices to him every month.

The party convinced the high priest of Zilkloog to let them into the main hall of the temple, then killed the high priest and won the ensuing battle against the temple guards and their trained umber hulks. The story will pick up with them exploring the rest of the temple and meeting Zilkloog in person!

The party now consists of:

Grim (Greg's character), warforged fighter 6/warforged juggernaut 4

Mavik Hilford (Henrique's character), human wizard (necromancer) 9

Verschoyle (Matt's character), human wizard 9/human paragon 1

Zumm (Imre's character), goblin monk 9

Zurga (NPC), Verschoyle's apprentice, goblin wizard 3

Hurgadar (NPC), Grim's cohort gained through the leadership feat, mongrelfolk barbarin 8

Umber hulk zombie (NPC), Mavik's newly raised undead minion.