Dragon Coast Book VI

Session 104
Sahbuti and Diedora escape

Taedor turns off the Mythallar’s teleportation barring field and, immediately, Diedora and another member of the Shadow Moot, Sahbuti of the Dark Moon, teleport in along with some more shade rogues. Diedora claims she had a good idea Divine Fortune were down here, and instructs Sahbuti to “kill them all” before teleporting back from whence she came. Sahbuti seems confident, but is quickly whipped up into the storm of Chathi’s air elemental form, and Peccable casts him blind along with most of the shades. He also uses a teleport-like effect to escape.

Divine Fortune turn back on the teleport-barring field, and begin to look deeper into the options of the Mythallar control system. They work out how to connect portals and disable the security field surrounding the tower they had found previously, which gives them all they need in order to get to “Greeth’s Treasures” a room containing many real and pseudo magic items. There is much rejoicing.

One of the items, however, turns out to be cursed. The “Rings of Companionship” they put on are unable to be removed, and they each know that the first one to speak certain words can gain significant extra power, but at everyone else’s expense. Divine Fortune are strong though, and no-one takes the offer. Taedor is eventually able to suspend the curse of the rings, and they are discarded with disdain.

Finally, the portal to the Gem Mines is connected, and they are on their way to the next part of their quest.

XP: 10240 ea

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Session 103
Ramos the Summoner

Divine Fortune make quick work of Ramos and three more Shades. Two Shades survive to be questioned, and Ibis is a little peeved that he killed Ramos so thoroughly.

In the hour following, Peccable prays for a Legend Lore spell, and learns some of the history and power of the Mythallar above them. It is a truly massive structure, an artifact of ages past.

With this little bit more knowledge, Taedor touches the pulsing Mythallar support coloumn, and “interfaces” with the power of the ancient artifact. He is presented with a series of textual options floating in space in front of him, that only he can see. Unfortunately, he cannot read the language of the High Netherese, but Ibis is able to translate the draconic script for him. It appears to be a control system for the Mythallar, giving access to the anti-teleport field, portals and security fields to name a few.

XP: 10240 ea

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Session 102
Finding Ramos

After some Wind Walking and Teleporting, Jalana Ramondo is delivered to a secure cell under Caladnei’s care.

Divine Fortune continue their search through the tunnels, and come across a tower protected by a very strong wall of force. Chathi as an Earth Elemental is able to search all around the exterior of it, but unable to find any way in. The magic is also clearly too powerful to dispel.

Further in, they find an anti-magic room, glittering with tiles, and in it hanging upside down is a strange man. After getting him down, Gowallian is asked a few questions, but it becomes quickly clear that he is a crazy man. He’s been living in these tunnels for twenty years, and it frankly shows. Clearly the shadowvar strung him up as he is a spellcaster of sorts. Before they let him go, Peccable cures him of all his ills, but this includes his insanity, and afterwards, Gowallian is not pleased because he “used to be happy”. He is left to deal with his new state of mind and fly off.

Soon after, Divine Fortune find the Mythallar, but only get to see small portions of it’s surface of strongly glowing light. In a cavern underneath it, they find Ramos the Summoner, and some more shades. Time for more diplomacy?

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Session 101
Meeting Jalana Ramondo

Divine fortune very carefully plan and strategise their meeting with Jalana Ramondo and his two Shade friends. They Wind Walk up the various tunnels, to the bottom of the last vertical tube, and there wait while Ibis goes in to the auditorium as an invisible gas and detects three magic auras and a wind elemental lying in wait.

Then after Ibis returns to explain, they all enter the auditorium just in time to see the wind elemental disperse, and Chathi as an earth elemental spring from the wall to rain earthy fists of brick into the Shades.

The battle goes well, Jalana’s spells foiled by Ibis’s ranged attacks, and Peccable dispelling the Antilife Shell. In the end, Jalana isn’t even confident he can escape in a changed form, gets down on his knees, dispells his magic, and surrenders.

XP: 10240 ea

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Session 100
Amazandar, City of Gems

Divine Fortune fight off the huge Ice Elementals with ease, thanks mostly to Taedor and Peccable using Banishment and Dismissal. Then it was up the final dune to the entrance to supposed settled floating Netherese city, Amazandar, City of Gems.

The entrance was found to be a small wooden lined room, closed off by two massive stone doors, seemingly all held together magically. A massively deep 10' wide tunnel was found leading almost straight down. Taedor's pseudodragon went down exploring, and noticed after 500' or so, an alarm spell near the end of the tube, followed by a small drop into a room below. After returning, Ibis then went down and disabled the probable trap, and then dropped quietly into the room below. More tunnels. The rest tried to dimension door down, but found that didn't work, so feather fall was used instead.

Everyone down safe, Ezequiel sniffed out a recent trail of some humanoids down one of the tunnels, and Taedor sent an Arcane Eye off in that direction. After several vertical shafts, the Eye sees a great chamber, where their old enemy Jalana Ramondo, and some shadowvar are, well, doing very little. The chamber has some massive artwork depicting the ancient city which Taedor describes to the others before Jalana notices the intrusion and Taedor kills the Eye.

XP: 15,360 ea

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Session 99
Into the Desert.

On the way to the Sword, a band of Gnolls try to waylay Divine Fortune. It’s not often that anyone travels these parts anymore, so The Gnolls were eager for booty. They picked the wrong group. Ibis and Taedor used Dimension Door to get in close, invisible, knock out the leader and exit quickly the same way, and then all retreat on their phantom steeds. They quickly secure passage as they imprint on the Gnoll the true situation.

And then into the Sword.

There are many slow hours of travelling over the dunes looking for the Bedine. They come across some very nasty desert spiders, camouflaged against the sand, that are also able to nip in and out of existence, probably ethereally. It is a difficult battle in the hot sandy conditions and aside from some poisoning, all survive.

Shortly after some Bedine are spotted, and after initial contact, they show their delight at the news of the defeated sand spiders, and Divine Fortune are invited back for a desert feast. The Bedine tell them of their stories of Amazandar, and that they can take them tomorrow, but to beware, for it is surely cursed.

In the morning, they set off into a cool breeze from the north, that only gets colder as they continue.

XP: 12160 ea

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Session 98
Ambushed by Shades

Divine Fortune are jumped at a pass through some hills in the Stonelands. Blackness descends, and it is soon apparent they are being attacked by six shades. They are vicious in their early attacks, nearly killing Peccable, and thoroughly running Taedor through with their sickles. Peccable escapes certain death by going ethereal, leaving Ibis and Ngaw Mlum to carry on as best they can. Ibis and Ngaw deal with the threat well, helped by being too fast to be flanked effectively and having no problems seeing in the magical darkness.

Even though the shades use their abilities to jump between dark spaces, and turn invisible, they are routed with four dead, one escaped, and one captured for questioning. After the battle they seem a little stunned for even after having discussed this possibility, feel they were still underprepared. It won't happen again. Perhaps Taedor's death won't be in vain if they are better prepared for the predicted future conflicts with shades.

Continuing on, they find a mysterious druid's grove, conspicuous in these barren lands, and in it a strange female druid named Chathi who seems to share some of their aims. They set off for the southern desert of Anauroch, The Sword.

XP: 19200 ea

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Session 97
Tilverton, then on to the Stonelands

Divine Fortune go through some changes before setting off on their next quest. "Jill" flat out retires, having made bucket-loads of gold after selling some spoils, and Dwertern heads off to see if he can find a way to use the powerful magical book grafted to his hand, or otherwise remove it. On a more positive note, Ngaw Mlum joins the party at the suggestion of Calednei.

Calednei was also responsible for guiding them along a new adventure path, a path that leads them to the desert wastes of Anauroch, to seek the lost city of Amazandar, City of Gems. They are told shadowvar have been spotted searching the area where the city is thought to be, and although no one actually knows where it is or what is left, it is possible the local nomads, the Bedine, know something more. It is said that beneath the gem mines under the city is the tomb of Thausimbel the Wise and his daughter, Queen Shaddara the Fair.

They set off, first to Tilverton being a convenient close point that they can teleport to. But all is not well at Tilverton, just a week after returning victorious. Drag marks lead directly into the still retreating shadow dome from the empty camp of the Purple Dragon Knights on guard duty. Inside, they find the Knights strung up on shadow-affected darktrees. Although the evil trees dominate early with confusion and mirror images, Divine Fortune quickly rout them with powerful area effect spells like black tentacles, and storm of shards.

Having saved half the knights, they continue on their trek mounted on phantom steeds through the Stonelands, and after getting sick of investigating empty caves are ambushed at a pass in some hills. Darkness falls immediately around them.

XP:6400 ea

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Session 96
Tilverton Cleared of Shades, Still in Shadow

Divine Fortune power up, and then head straight for the ruined keep in Tilverton where they know that the remaining three leaders, and possibly Ioucaldia will be waiting.

There are a few barriers to entry, but nothing too difficult for Divine Fortune. First, a wall of eyes that simply watches them, but Dwertern simply hacks it to pieces. Second, damning darkness to an extent not seen before, but Peccables Celestially brilliant stones protect them all. Finally, there is another spell of Forbiddance, which Peccable dispels once again.

Next, Ibis creeps down, more invisible than invisible and checks the lay of the makeshift temple to Shar at the bottom of the ruined keep. Taedor scopes it fully using True Sight through Arcane eyes. They spy their three adversaries-to-be in the darkness below.

Jill creates the illusion of a bumbling party creeping into the temple, while the rest creep in, either hidden, or invisible, or both. The plan works well, the baited Mage and Cleric let loose huge spells at the illusion only to discover their resources wasted.

The battle goes well from then, with a few tense moments as the mercenary leader puts up some fierce resistance, putting Peccable to the ground, and nearly Taedor.

After the temple is quiet again, DF spend some time cleaning the presence of Shar from the large room, and disintegrate her shadow alter. Outside on the material plane, the dome of shadow starts to shrink.

Ioucaldia, the powerful shade cleric makes a final brief appearance to ask Divine Fortune’s name and to give them notice as being enemies of the state of the City of Shade and her dominion.

XP:L12-3960:L13-3120:L14-2240:L15-1800

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Session 95
Shadow Cleric

Upon their return to the area of Forbiddance, Peccable tries once more to dispell the are effect. Feeling more confident and stronger in his faith than ever before, he succeeds, and Divine Fortune pass through into the old market square.

They are met by pools of damning darkness, although this is quickly dispelled by the light of Peccable’s new spell, Radiance. However not before a spell most foul is cast at the party covering them in a soul chilling evil mass of darkness causing much pain.

The Radiance reveals a shadow cleric 12 foot tall, and two huge oozes, the like of which had been seen before.

The shadow cleric, Ioucaldia, was very obviously distressed and confused during the combat, not able to take any action other than fleeing into the darkness and disappearing. The oozes were dispatched.

XP:L12-2160:L13-1560:L14-1260

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