Dragon Coast Book VI

Dragon Coast Book IV
Summary from end of Dragon Coast Book IV

The year is 1372, in Uktar, the 11th month. 3rd day. and you are traveling by caravan from Westgate to Cormyr to talk to Calednei about the need for your talent and experience there. Next year is around the corner, the Year of Rogue Dragons.

It’s clear now that Diedora is not Divine Fortune’s best friend. Taedor did not ever detect evil in her heart but the same cannot be said about her associates. Ibis recalls talking with Diedora and Lorenzo during the long days a sea on the return from Maztica. She spoke a lot about morals, the root of good and evil and what makes a person act they way they do. Looking back she may have been struggling with her own morality. A few things are sure – Diedora, Jalana and the others mentioned in the journal are all agents of Shar. They are taking direction from the Shadovar, the Netherese that recently returned to Faerun. Given this, they are mostly likely to be users of the Shadow Weave. Now, don’t you feel lucky that last battle didn’t take place in a Wild Magic or (gulp!) Dead Magic zone? That purple disk shield that Jalana had protecting him must have been a Shadow Weave user’s power. Taedor and Peccable now wonder if that’s why Jalana’s spells were so hard to dispel…? A Shadow Druid….who would have thought?

With this revelation, other things start falling into place. The Shadow Treants, Szorlog’s shadow minions etc…Shar’s experiments with the Shadow Weave took place around the edges of the Weave….in secret places. She appears to have reach in the Unseelie Court. Diedora’s insistence on getting hold of Chavel’s Tome at all costs now almost seems rational. You will remember the games at the Quivering Thumb during Shieldmeet. That was when the group found their name and gained the first bit of notoriety around Westgate. Since then Divine Fortune have:

  • Worked for Westgate’s Thayan enclave. A morally dubious group that. Celerion is much happier out adventuring than home at the cloisters since the Monks of Pure Flame moved.
  • Rooted out the source of the plague that almost brought the city to it’s knees
  • Learnt of the demise of Tilverton in Cormyr, the return of the City of Shade, the return of the Phaerimm and their attack on Evereska, and the Shadow Weave.
  • Broke up an unholy alliance between the worshippers of Garagos and Umberlee
  • Stumbled upon Trillobia the Hag
  • Been the souce of a hit song penned by Jill. The song did particularly well after Jill’s performance at the Giant’s Folly of Reddansyr on the eve of THE Auction of the year.
  • Met Ilmater in person (well, some of)
  • Destroyed the curse of Umberlee that drifted across the Sea of Fallen stars for many years.
  • Created a Wild Magic zone in the Sea of Fallen Stars….during the Year of Wild Magic.
  • Learnt of the clan of Assassins called the Fire Knives operating in Westgate
  • Heard that their old foes of the Undrek-Thoz, House Vrasl, had commissioned a band of Drow mercenaries, known as Durdyn’s Devils, to seek an ancient Imaskari site known a Sonjar’s Tower.
  • Experienced Tymora’s smile and Beshaba’s wicked grin at the Shrine of Mixed Fortune.
  • Met the leader of Cedarspoke (Zalaznar Crinios)....without asking…he wanted to met Divine Fortune!
  • Lost a dear friend and ally, Chauvalette.
  • Made friends with the Petals of Gulthmere Forest. Ding ding!
  • Removed the new residents of Dragon’s Rest
  • Travelled by Backroad through Crossroads. Played a few songs, did a few jigs, told a few stories.
  • Destroyed the Nightmare Twisted Tree that haunted the barrow beyond Deepwood.
  • Defeated the Mad Monk of Long Death as he held Celerion life at his whim.
  • Learnt of a powerful lich (The Blasphemer of Long Death) secured in a vault in the former Temple of Imater of Gulthmere Forest. A year and a day….
  • Crossed swords with the Mine Overseer Dorn Crownshield.
  • Killed the Unseelie Nymph of the Secret Grove and the Hags that dwelled there And…....
  • Uncovered the Shadow Moot.
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Session 94
Shadow Liquid

Divine Fortune make it into the mostly abandoned tower, all the way to the top before facing foes once more.

They are much better prepared this time, having discussed in great length tactics that could be useful. The tactic of dispelling the shades’ shadow beads works a treat, and they find their opponents much less powerful without darkness. However, most of them yet again, are able to slip away to regroup for later…

The party finds and destroys a kinds of force cage which is obviously being used to somehow distill captured shadows from the city into some sort of shadow liquid.

Next stop, while keeping an eye out for the shade mercenaries, is the cleric in the old market square, but as they get close, Ibis finds out the painful way, that the market square is protected by a spell that causes great pain when the non-aligned pass through it.

Divine Fortune retreat to regroup and ponder the power of their next opponent.

XP:1000 each

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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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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 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 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 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 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 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 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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