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    • #1898
      Deryk
      Keymaster

      Encounter: Portal Hall

      AKA: “Hey, I know those guys”

      The party engages in an illuminating conversation with the former prisoners, in which you begin to understand the goings on here… if not the doings. The Githyanki attacking the temple are followers of Zetch’r’r the False, who has plans for the powerful gateway that exists in this temple. The former prisoners are spoiling for a fight and you can barely hold them back from charging into the next room – The Portal Hall.

      “There is power here that Zetch’r’r’s curs yearn to control, but its secrets are ours. Neither threat nor death will take our knowledge from us.”

      Once you kick down the doors and start kicking in faces, Megan Swift and the Freeriders come in from the opposite side. Relieved that you do not have to explore both halves of this temple, you activate operation “Pinchers of Hell” and clear out the remaining riff-raff from the temple.

      Oh, also there’s a big glowing sphere of power in the middle of the room.

      11,200 XP (2240 each)

    • #1637
      Deryk
      Keymaster

      Encounter: Prisoners of Chanhiir

      AKA: “Statistical analysis of clustering due to randomized movement”

      After checking out a ransacked prayer room, you happen upon a pair of fomorians using intimidate to convince some githyanki prisoners to reveal their secrets. Glowing pillars of astral energy keep things interesting as you work to defeat the big ugly fey. You notice that both the fomorian Painbringers are sporting glowing magical symbols on their wrists – a sword wrapped in an outline of white flame.

      It appears that the prisoners have freed themselves, but are interested in having a conversation.

      9,600 XP (1920 Each)

    • #1636
      Deryk
      Keymaster

      Encounter: The Watch of the Dead

      AKA: “Watch the party miss”

      The spectral forms of the temple’s former defenders rise up to attack you, due to their general crankiness at anyone who happens by. The sounds of the party doing no damage attracts the attention of the Githyanki invaders below and they join the fray. They expected to be coming to the aid of their allies from the entrance, but are more than happy to try and kill you instead. Locked in combat for centuries, the party eventually prevails.

      11,000 XP (2200 Each)

    • #1243
      Deryk
      Keymaster

      Pyramid of petrifying the ritualist.

    • #1206
      Deryk
      Keymaster

      Exploration

      AKA: “That. Is. Awful.”

      You find a room filled with the corpses of Githyanki priests. Through clever application of rituals you determine that they were killed by an invading force of other Githyanki, which are currently occupying this temple.

      You enter another room filled with destroyed statues that glow with a magical energy. Further application of rituals allows you to understand the voices coming from the room below.

      The chamber below appears to be a temporary camp with three dozen bedrolls set around a pair of smoldering fire pits. Three githyanki are here—warriors by their look, and all of them angry. One mutters that the human outpost waits to be taken, cursing the orders that keep the githyanki in the temple while “the astraan mages chant their useless rituals over the shielded circle.” A second growls agreement as he curses someone he calls “the coward Kada’ne, safe on Cev’ren while we hide like dogs for the sake of his fear.”

      Your eavsedropping is interrupted by three translucent Githyanki warriors who rise up from the rubble.

    • #1204
      Deryk
      Keymaster

      Encounter: Githyanki Watch

      AKA: “Climbing at half speed”

      You eventually manage to climb up to the entrance to a cavern with Githyanki Guards. They don’t put up much of a fight, and you discover that they hadn’t gotten around to marking all the astral vents.

      8,800 XP (1760 Each)

    • #295
      Deryk
      Keymaster

      “Do you have a moment to talk about Jesus Christ?” You don’t even knock before you barge (submarine) into the entrance cavern of Icehome. There are several Arctic Sahaugin here who scream “no solicitors” in Abyssal while attempting to stab you with tridents. You respond in kind and clear the room. Sadly, they don’t seem to be carrying sacks of treasure.

      3950 total XP – 790 Each
      2 hours, 15 minutes elapsed time.

    • #294
      Deryk
      Keymaster

      It is a grand day for an underwater adventure. You deftly avoid all hazards and enemies while piloting your submersibles. Hiradur becomes one with the sea and finds a fast current that decreases your travel time. You reach the lower levels of Icehome, a giant iceberg full of bad things (probably).

      3000 total XP – 600 Each
      2 hours elapsed time

    • #298
      Deryk
      Keymaster

      The charming and forward-thinking Deva, Amyria, has once again requested the aid of the Elsir Irregulars. Joined by your new BFF Zane you venture forth with Amyria to relieve the tropical island paradise of Nefelus from the clutches of disastrous, and clearly artificial, cold. You climb aboard the icebreaker ship Brindol’s Pride to attempt to smash through the ring of ice that has formed around the island nation, preventing their escape as well as discouraging visitors. The party successfully plows through the ice ring while furiously battling an unreasonable number of Frost Giants. Amyria lends what aid she can, but she apparently has had a bit of trouble adapting to the cold. Acts of heroism and chivalry are performed to the benefit of all and the Brindol’s Pride eventually wallows its way through the ice ring to open water.

      10800 total XP – 1800 Each (including Amyria)

    • #1141
      Deryk
      Keymaster

      Encounter: FINAL BATTLE

      AKA: “Meh”

      You arrive at the top of the tower and proceed to beat your nemesis soundly about the head and shoulders until he ceases to function. Fortunately Kigyar remembers his sending stone so that he can call home and get the coordinates for a teleportation circle. Gloin happily performs the ritual that takes you all back to the world. You return in triumphant fashion to Overlook where you are greeted by a relieved council.

      Browsing through Sarshan’s personal effects you find little of much direct use other than a journal of his current plot to send blood chaos into your realm. You can also see that he has continued to be very active in his role of moving large numbers of troops, arms and armor to various undisclosed locations. Reading between the lines makes it disquietingly clear that the threat of war is still a reality in the Elsir Vale

      7,800 XP (1560 Each)
      MINOR QUEST – Save Talar 600 XP (120 Each)
      MAJOR QUEST – Defeat Sarshan 3,000 XP (600 Each)

    • #1140
      Deryk
      Keymaster

      Encounter: CRUSHER ROOMS

      AKA: “Shut down all the garbage mashers on the detention level!”

      You decide to take a short rest… NOPE TRAIN! Woooo Woooo! A banshee, a specter, and a flesh golem defend this chamber. Also crushing walls and ceilings defend this chamber. While you notice that the entire floor is covered with trap doors that cover small niches, you manage to avoid death without availing yourselves of their relative safety. Kigyar does an admirable job of keeping the walls at bay, and the monsters do an admirable job of recharging their BS immobilization powers. You discover that crushing a golem is so hilarious that it makes it hard to aim. Suddenly some Githyanki Warriors… uh wait… nope, I guess not this time. That’s weird.

      3,500 XP (700 Each)

    • #1139
      Deryk
      Keymaster

      Encounter: GALLERIES

      AKA: “Lava and Blood Chaos Slurry”

      Not long after ascending the stairs to this tower of doom, you feel the earth move under your feet and a slurry of lava and blood chaos begins to fill the tower, destroying the stairs as it rises. Two Storm Abishai Snipers (I don’t know either) an Arctide Spiralith (yeah, seriously, I have no idea) defend the TELEPORTATION CIRCLE along with a Centaur Ravager and the ever-present Githyanki Warriors. You learn that wallwalkers are awesome and it pays to carry as much rope as you can. You don’t know if the lava will eventually flood the entire tower but you understandably decide to not stick around to find out. Five to beam out, Scotty!

      3,500 XP (700 Each)

    • #1138
      Deryk
      Keymaster

      Encounter: SEA OF FIRE

      AKA: “SEEEEEA OF FIIIRREEEEEE”

      Yesterday if someone had said, “Jump onto this earthberg!” you probably would have said, “What the hell is an earthberg, jackass?” Now you know… and knowing doesn’t keep you from floating away on an earthberg. GI Joooooe. Playing a deadly game of “the floor is lava” you jump between the couch cushions of destiny as they float about on the carpet of doom. While doing this you have to fight a Flame Shard and a Duergar Hellcaller, along with a Redspawn Firebelcher and the inevitable Githyanki Warriors. Fortunately, somebody is praying to the right deity because the last earthberg carrying the less hoppy party members gently docks with the stairs. (DM RAGE)

      3,500 XP (700 Each)

    • #1137
      Deryk
      Keymaster

      Encounter: IN FETID DARKNESS

      AKA: “Where is the door again?”

      The party enters the room from an impossible direction, resulting in a rift in the space time continuum. After that is sorted, you discover that a Skull Lord and some Battle Wights, along with other various undead, are covering Sarshan’s escape through yet another teleportation ciricle. Now you’re thinking with Portals! Once the monsters are dispatched, you shut down the tube ‘o blood chaos that was fouling the swamp around the ever tree. Sarshan apparently fiddled with the teleporty thing so you take a nap while it recharges.

      5,100 XP (1020 Each)

    • #1136
      Deryk
      Keymaster

      Encounter: THE CHASE IS ON PART 2

      AKA: “Root Curtains”

      You make your way through the labyrinth of tunnels beneath the ever tree.

      1,800 XP (360 Each)

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