Legends of Thassilon

Bloodsuckers in Whistledown

A day of downriver barge travel offered the heroes a chance to recover from the recent ordeals. The next day some fantastic spellcasting by Tal’Vesha generated magical mounts with nearly endless stamina for the party. Well before dusk the group approached the constant eerie whistling of Whistledown. The whitewashed cottages rested at the western tip of the Fenwall Mountains where Lake Syrantula becomes the Yondabakari River once more. Despite a reputation as a peaceful, friendly trade stop, the heroes were met by timid and distant human and gnome inhabitants.

As the heroes prepared to pass through town in a hurry to reach Sandpoint before the impending stone giant invasion, the gnome magistrate Adagre Bagalom approached them.

He said, "I beseech you to listen to my tale, perhaps over a pint of ale and a warm meal our inn? "

Tal looked at the sun near the horizon and grumbled while Maggie and Albi immediately moved to follow the earnest magistrate.

Once inside the subdued taproom of Thagin’s Rest, Bagalom continued his tale. “Evil has come to eour town. A week ago the first of our neighbors vanished – fisherman who rose before dawn for the mornings catch out of the lake. Then the following night, old Margatha was taken from her cottage, her front door smashed to splinters. Every night since someone else is taken. Finally, last night, our militia had enough. They decided to guard the market. There were ten of them in all. I heard their screams but was too frightened to venture out. We don’t know what we are going to do. We have no more warriors among us. We are simple people. May be that Desna has merged out paths. Will you help?”

Tal objected to getting involved. After the tiefling and gnome refused to leave, he grudgingly agreed to investigate. For a few hours.

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The heroes searched the market for clues. They found the remains of Margatha’s doorframe suggesting a foe with monstrously inhuman strength. Malcanthet found four pairs of humanoid tracks that led back to the shoreline and signs of a shored boat.Mohrg 2 Tal and Albi examined the remains of the fallen and found necrotic, leaching wounds. it was also obvious that several other had been drug away alive.

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Expecting another night attack, the heroes decided to stay long enough to intervene. Like a beacon, Duncan held a lone flickering torch and paced along the shoreline. From the inky lake waters answered a band of hideous undead: a pair of skeletal abominations with writhing entrails and eellike tongues known as mohrg and two gaunt vampire spawn. Duncan managed to stand against their paralyzing attacks.  The rest of the party rushed to the fray the undead were rapidly defeated.

After the battle, the adventurers found a locally crafted boat that the undead had used. Albi roused the magistrate who identified the boat as being crafted by a human ranger named Sarian who lived alone along the shoreline to the north.

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Sarian’s cabin was a simple two-room structure on Lake Syrantula. Maggie and Duncan knocked at the door and found the grizzled ranger at home. They accused him of being in league with the undead to which he scoffed and demanded that they "bugger off!” Duncan tried to force his way in and the ranger yelled, “Tempest! Attack!”

As the door began to break free, the ranger cast entangle at the threshold. The heroes easily evaded the writhing branches. A timber wolf appeared from the woodline and shot toward the door. Tal’Vesha cast a sticky glue spell that bound it in place, snarling and frustrated.

Maggie and Duncan quickly overcame Sarian. Defeated, he slowly begin to explain himself. He admitted being a smuggler and using an island ruin has his base of operations. A week ago he found undead milling about the site and he fled without telling anyone.

The party “convinced” him to row them to the island at first light.

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One mile into the expansive and sinister lake, several adventurers spotted twin torpedo trails approaching the small boat. With a spray of water, the dawning light revealed two violet colored water serpents with heads the size of spades.

Mal blasted one with a series of staccato thrums from her magical bow. Maggie leapt from the shifting boat and drove her dagger into its neck. Slicing open a five foot rent in the creature, she slipped into the frigid water. The snake fell to the water thrashing.

Meanwhile, the other serpent wrapped its massive coils around Duncan and pulled the barbarian into the water. They both dropped below the surface. Tal’Vesha, who swam behind the boat, darted underwater and began his magical ranged assault. Duncan raged and grew wolverine claws that tore into the scaly hide. The serpent dropped its tenacious prey and retreated into the black water.

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Tall juniper trees lined the island’s shore. Huddled together, they filled the interior with a dense, gloomy vegetation. At one edge, the broken walls of an ancient ruin stood. The heroes docked and within the ruin they found a well that plunged into darkness.

Tal magically compelled the shaft’s walls to become like stepping stones. The heroes descended into a crypt like structure carved of glassy volcanic stone. The first chamber was full of crates, barrels and sacks containing the smuggler’s loot.

Above the tunnel to the next room was a narrow aperture that seemed to lead to a catwalk. Tal spider climbed to the passage and silently advanced to oversee a deep pit. Within a trio of vampire spawn waited to attack with short bows. Tal returned and helped Malcanthet move into a sniping position. Tal lit the pit’s floor with magical flames as Malcanthet rained arrows. The other heroes climbed the catwalk in time to see two mohrg closing on Tal and Mal. Tal suffered a paralyzing tongue lashing.

The vampire spawn in the pit were quickly destroyed followed by the skeletal mohrg.

Malcanthet crept along the catwalk to cover the next room. From within the gloomy darkness, a dripping voice bid, “Come in. It’s rude to lurk in doorways.”

When she made no move to do so, the voice seemed angered. “If you will not come to me, then we will come to you.”

Vampire lordShadows began forming from nearby braziers and moved with malevolent intent. Mal destroyed some with her arrows but others drifted forward. Duncan and Azrack rushed them. As the pair become surrounded by shadows, Tal’s magical lights illuminated a placid gothic vampire seated in an ornate throne with a huge sword across his lap.

The shadows were slowly defeated, but not before they leached the strength from the dwarf and Shoanti. Azrack was all but immobilized by the weight of his own armor.

Albi bravely strode forward and prepared to launch a bomb at the vampire. The undead’s gaze dominated the gnome’s mind. “Kill the archer,” Albi heard and moved to obey.

Albi bombed his friend without hesitation. After the second bomb, the ranger started shooting back. The gnome fell and Lilith kept him down.

The party concentrated their efforts against the vampire. Tal’Vesha recovered from his paralysis and kept the fighters standing. Nearly defeated, the vampire howled, “The Lord of Blood will rise again. He will blanket this land in eternal night and your tiny efforts will be meaningless.”

Then he faded to mist and drifted from the room.

Malcanthet cursed his escape. Then Tal’Vesha noted, “It’s daylight outside.”

They looked meaningfully at each other and Mal raced down the catwalk after the trapped vampire. As she prepared to jump into the antechamber she rolled away from a fireball’s blast. She quickly recovered and retaliated with a barrage of oak tipped arrows that shredded the vampire where it stood.

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Three days later the City of Monuments came into view. Everyone was excited to complete the grueling, round-the-clock travel that Tal’Vesha had allowed.  Even with the heroism in Whistledown, the party arrived only four days after leaving Turtleback Ferry.

Eager to spend their well-earned loot and to wash the road from themselves, the heroes entered the gates of the grandest city of Varisia: Magnimar.

April 13, 2013

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Stones Over Sandpoint

The heroes spent a rushed day shopping for readily available gear in the City of Monuments. Albi met with the High Inquisitor and shared a summary of the group’s  adventures, including the impending attack on Sandpoint. He stoically praised the party for their efforts and explained that a company of soldiers would be mobilized for Sandpoint within the week.

Knowing that this was too long, Tal’Vesha focused his divine and arcane power to speed the passage between settlements. After traveling through the night, the heroes arrived at Sandpoint at dawn six days after leaving Turtleback Ferry, over 200 miles away.

The town looked basically unchanged since the band had left. This should have surprised no one but given that the party had broken up a cult of the murderers, defeated a clan of deadly ogres, explored Thassilonian ruins, tangled with fantastic monsters from the deep, and destroyed a vampire coven, it seemed remarkably normal there.

Word of the hero’s legendary exploits had reached the town and as its people started to awaken many friends and gawkers emerged. Unfortunately there was little time for reunions in light of the coming threat.

Albi and Maggie sought out Mayor Deverin and detailed the impending giant attack. The party’s woodsmen set out to the Hinterlands to search for signs of giants and prepare for their approach. As night fell, the heroes had no idea just how short on time they were.

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Malcanthet spied several humanoid silhouettes standing atop the nearest tors of Ravenroost, lit by the rising sun. She raced to warn the others who had spread out to protect each of Sandpoint’s primary eastern bridged entrances.

The raid began with the thunderous crack of stone against stone ringing through the air. Several giants attacked Sandpoint’s Northgate – it’s most defensive entrance. Knowing this to be the town’s best guarded front, the heroes wisely waited at Sandpoint’s other two bridges.

Giant raiders

At Tanner’s Bridge, Malcanthet hid in the forest as a band of stone giants and enormous cave bears approached. Supported by Tal’Vesha’s magic and Lilith’s harrying hamstring attacks, the trio slowed and blasted their foes and defeated them before any could enter the town.

Meanwhile, at Sandpoint Bridge to the south, Albi, Azrack and Sylir punished a brutish band of hill giants who made a blundering approach.

Duncan, near the middle of town, saw the stone giant boss cross the mill pond with a pair of giant bodyguards.

The battle seemed to be turning toward the heroes’ favor when the din of battle paused. The morning fog evaporated around a gout of flame that washed over the garrison. The red dragon, Longtooth, had arrived.

Dragon attack

The blast scattered the town’s guards and the beast arched toward the cathedral. From Mal and Tal’Vesha’s vantage they saw the dragon’s flight answered with a jet of flame emerging from the cathedral rooftop. Maggie taunted the massive beast with Albi’s dragon’s breath potion.

Tal’Vesha and Malcanthet raced around the cathedral and found Maggie bleeding and backpedaling away from her ferocious foe. They also found a band of hill giants rushing through the now broken Northgate.

Meanwhile the others, having defeated their foes, charged after the stone giant boss. He and his giant lackeys were leaving a swath of destruction in their wake. The heroes caught up with them after they had been slowed by the now badly wounded Sheriff Hemlock and his guardsmen.

The hill giant boss turned out to be a powerful ranger named Teraktinus. Sylir, Azrack, and Duncan easily defeated the stone giant guards, but the opening allowed Teraktinus to lash out with devastating pickax strikes against Sylir. Badly injured, the nimble drow avoided a second round of deadly strikes giving the band enough time to bring the massive foe down.

At the cathedral, Tal’s spider construct engaged the dragon. Longtooth tore it to pieces. This did however give Maggie sufficient time to regroup and heal.

Now able to focus their attention on the dragon, Malcanthet, Tal, and Maggie lashed out with their deadly array of weaponry and magic. The warriors and beast traded grievous injuries. Longtooth barely lifted from the ground considering retreat, when his wing was sundered and his chest run through. The beast fell to the packed earth of Sandpoint’s Cathedral Square.

The remaining raiders ran for the wilds and the townsfolk quickly controlled the several small fires. It rapidly became obvious that the heroes prevented the destruction of Sandpoint. Despite dozens of casualties, cheers filled the morning air. “Huzzah!” “Dragonslayers!” “Saviors of Sandpoint!”

Session Summary

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The Darkness of Ravenmoor

During Sandpoint’s rebuilding and Bandaro’s partying, Sir Ash was summoned to city hall for a meeting with Ethram Valdemar, town patriarch and noble. Valdemar asked the dragonkin to lead a band of adventurers, known locally as the Heroes of Sandpoint, to the Storval Plateau, the untamed home of orcs, barbarians and giants. The stone giants were rallying under the militant flag of a powerful spellcaster called Mokmurian. Valdemar tasked Ash with scouting their force and if possible, eliminating their leader.

The party received a similar offer from another noble, Ameiko Kaijitsu, bard and owner of The Rusty Dragon Inn. Bandaro quickly accepted to maintain her favor. Others were encouraged by the 1,000 gold reward she promised (500 for scouting only). She also announced that a statue of the Heroes was being commissioned for the town square.

Valdemar also told Ash that a Magnimarian tax collector named Elias Kyle traveled to Ravenmoor one month ago and never returned. He was supposed to get 10 years worth of unpaid taxes from the remote town. If found, Magnimar would likely reward their efforts. Since Ravenmoor was along the route north, it might be an easy bonus.

The next morning the heroes set out from Sandpoint along the Lost Coast Road. On steeds, including an ostrich that Albi summoned, the group made fast time to Galduria on the western shores of Ember lake. Approaching a farmstead, they heard frightened cows and snapping timbers. Then a hill giant rounded the barn with a struggling cow under his arm. Another giant was close behind.

After defeating the pair of giant cattle rustlers, the party celebrated a harvest feast with the Galdurian farmers. The family provisioned the adventurers with apples, cornbread, smoked fish and ale. The heroes set out the following morning to a clear day and high spirits.

At midday, they came upon the site of a stone giant ambush. A few large stones and a shattered wagon where all the remainder of a battle of a week ago. Malcanthet tracked the giants into a nearby wood and found a stone giant burial cairn . The remaining giant tracks led off to the north but the party decided to head on toward Ravenmoor.

The next day, the group travel through a misty swamp and reached the small village around late morning. They crossed the Lampblack River via a small ferry. The old ferryman warned of the “water wolf that tears the bowels of those that swim the Lampblack”.

On the edge of the village a child ran by “playing” with his pet stirge. The boy excitedly greeted the travelers and explained that the Founder’s Festival would begin later that night. Maggie asked about an inn and the boy explained that visitors sometime stay at the mayor’s manor.

The simple folk of Ravenmore smiled or nodded as the heroes passed. The small town circle contained several simple buildings including a smithy/trading post, tailor, apothecary and a church of Desna albeit in rather poor repair. Several ravens squawked from the rooftops.

Crossing a small creek that drained into the Lampblack, the party climbed a hillock to a two-story manor. The thick shrubs were tended by an equally thick-necked man who discouraged them from bothering his brother, the mayor. Before things could escalate, the front door opened and Mayor Krieger warmly greeted the visitors. They were invited inside and told of the Festival. Then Maggie asked about the missing Magnimarian tax collector. The mayor explained that he was here about 4 weeks ago and collected the taxes and left. Ash confirmed the story with a divine zone of truth but Maggie and Bandaro were convinced that there was more to the story. The mayor showed the adventures to their rooms upstairs and excused himself to prepare for the festival.

Mal began exploring the town and found many townsfolk preparing tables at a small fairgrounds. Ash and Maggie questioned the ferryman and learned that the tax collector entered but did not leave via the ferry. Albi found the mayor’s small library and got lost in some old books, including some ancient Thassilonian writings. Bandaro helped himself to the mayor’s stash of fine Galdurian wine and flayleaf.

As the sun drew lower, the Founder’s Festival started in earnest. The mayor spoke briefly, followed by several courses of food and fun activities. Mal and Maggie joined the town youths in a greased pig wrestling contest. Mal helped a boy who dislocated his shoulder, while Maggie rode “Squealing Cythie” into submission. The crowd cheered.

Events followed, including a three-legged race, a leap over a bonfire, and a starknife throwing competition. Bandaro noted that the locals were surprisingly unskilled with the starknife given that it is the favored weapon of their patron, Desna, goddess of dreams.

Well after nightfall, the children were off to bed. Then several of the village men brought out cages of aggressive ravens. Mal asked about them and a bearded man replied, “It’s time for the raven fights!” Stunned she asked, “What do raven fights have to do with Desna?” “Uh,” he replied. “It’s just for betting and fun.” Appalled, the scowling ranger pulled out her coin purse and began buying birds for 10 gold each. Before long, all the villagers realized what she was doing. She bought every bird, including one battered from the first fight for “two fifty”. The crowd dispersed disappointedly as Mal calmed the raucous birds and freed them into the woodline.

Later after the heroes called it a night, trouble came looking form them. Each adventurer was in his or her small private room at the mayor’s manor. Ash awoke with start as a costumed human stabbed at him with a curved dagger. Simultaneously, a hostile cleric cast a spell but without effect. Ash retaliated with a magical command that dropped the dagger-wielder to the ground. The dragonkin drew his sword and bathed the room with pale blue light. He saw the spellcaster clearly, a black leather-clad cultist with a beaked mask and an exotic curved dagger – just as a spectral blade flew forward. Ash turned but not before a flesh wound opened on his arm.

raven_cultist.jpgMeanwhile, another pair of cultists barged into Mal’s chamber. She was already on her bed with her longbow drawn. A lightning arrow slammed the leading raven cultist. Lilith leapt forward and bit deeply into his leg. The cultist cried out in pain. There was a flash of white light outside Mal’s door and something heavy crumpled on the ground. Then a curved Andori dueling sword slashed across the remaining cultist ending him as well. With the doorway cleared, Bandaro stood naked before Mal grinning rakishly.

Next door Ash closed on the spellcaster. He slashed into his thigh, quickly reversed his grip and severed his raven masked head. The second cultist recovered from Ash’s compulsion and rasped, “Your nightmare just begins.” He cast a spell and the dragonkin was paralyzed. Pulling his own curved blade he moved behind the paladin.

Then Mal and Lilith raced through the door. A lightning arrow pierced the cultist as the streaking fur and claws tore into him. Ordered to subdue the cultist, Lilith wrapped the man’s leathers around his head and stood on his back, arching his neck upward. Malcanthet manacled him. He spat and said, “My waking life means little and your night terror will be unending.”

The heroes quickly searched the house. The mayor and his brother were missing. Bandaro picked the mayor’s bedroom door lock. The bed was covered with a quilt showing a human couple in front of a large winged humanoid and a wreath of flying ravens. Maggie found a hidden chest under the floorboards which contained a detailed tome titled “The Krieger Book”, several pouches with 750 gold and a potion of healing.

Outside, Malcanthet and Lilith picked up the cultist’s trail and began tracking them backward through the damp, cold night.

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A Faint Popping Noise

Following Lilith and Mal, the heroes approached a dark, boarded up farmhouse on the edge of town. Overgrown cornrows hugged the property. Maggie inspected the vine shrouded porch and found a misshaped skeleton with one claw arm. She shuddered remembering Nualia’s demonic appendage. The front door was open.

Bandaro and Ash went inside. The air was moist and moldy, like old peat moss. In the blue light of Ash’s magical blade, Bandaro noticed a recessed opening in the ceiling. Ash peered into the kitchen spotting a large compost pile with mushrooms growing on it. Several vials and potted fungi lined the shelves. As Ash moved to investigate, Bandaro said, “I just heard movement above us.” As their gaze drifted upward, they were interrupted by sounds of combat outside.

Meanwhile, the others had moved around the back of the house to look around. Maggie and Xanster found stacked cages with sleeping stirges. Albi approached a fetid pond with a buzzing swarm of gnats. He knelt by the pool to collect some of the slime-covered water just as two enormous hounds crashed through the cornstalks. The beasts were tall as a riding horse with glowing red eyes, blade-like spikes along their spines and huge scorpion tails.

The first one was on Ash before he could react. The beast’s tail lanced his side and pumped him with poison. The half-elf stood in horror completely paralyzed. The monster yelped and turned away from Xanster. Maggie’s dagger blade was buried in its matted fur.

Inside the farmhouse, Ash charged through the kitchen. A black slime fell from the ceiling and its pseudopod nearly entangled the dragonborn, but not quite. He bashed a hole in the boarded window and then vanished – only to reappear outside next to the other scorpion-dog demon. The pair exchanged slashes and bite while Albi singed the monster with firebombs.

Bandaro joined the fight on the side of the house just as Xanster recovered from the poison. The warlock growled an unholy phrase and the demon vanished with a faint pop. Xanster grinned.

Maggie moved to flank the other monster. With its attention firmly on Ash, it never saw the tiefling coming. She flung a dagger into the bulging poison sacs below its tail. They erupted in black ichor dropping the creature.

The heroes recovered for a few moments. Then Xanster flew upward to see where the demons came from. He spotted several humans and another, larger demon. It was the size of an ogre champion with massive hooked claws and a canine jaw. Its eyes flared and Xanster again found his body unresponsive. He bobbed listlessly in the air.

Bandaro invisibly moved forward but the demon saw him clearly. A spell left Bandaro befuddled. Several cultists with raven masks moved into view and cast spells. Albi was bound and struck by a spiritual weapon formed like a kris dagger. Ash dodged the attacks on him.

Behind the cultists, the high priest advanced. He wore a black raven mask and patchwork robe with feathers and held a twisted black staff. He leveled it at Xanster.

The half-elf snarled and pulled from the spell’s effect. He thrust his clenched fingers at the closing demon and banished it. Another small pop. Another grin.

The demon’s spell vanished and Bandaro flew into action. He closed on the high priest and performed a deadly yet artful display of swordsmanship. Nearly dead, the priest uttered, “My mistress foretold your coming. You are to die at my hands.” Then Bandaro ran him threw. He also recognized the priest’s voice. It was mayor Kriegler.

The graceful half-elf leapt back as black goo reached from the ground and pulled the priest into a watery paste.

Ash’s dragon breath and Albi’s bombs quickly defeated the remaining cultists.

The party explored the house and found a root cellar with shallow graves, including the recently dead body of a certain Magnimarian tax collector. His entrails were missing and his belly was stuffed with feathers. Nearby, the party found a small shrine with a black robed figure wielding a scythe. Feathers were carved into the robe. Albi said, “Looks like Charon, Horseman of Death. I’m not sure about the bird motif. Or what the link is to all the clawed demon monsters. That seems more like Lamashtu’s trappings. You know. Mother of Monsters.”

As they headed outside, firelight flickered in the distance. Then a cry of alarm followed. The heroes rushed to help and found the mayor’s manor and several buildings in the town square ablaze. The party and townsfolk created a bucket line from the river and prevented it from worsening.

By morning, a few buildings were lost but the damage was minimal. The smithy listened to the heroes’ tale and thanked them. He also told them that the town seamstress had a relationship with the mayor for the last 10 years. One of the destroyed buildings was hers and there was no sign of her body.

Weary and covered in sweat and smoke (except for Bandaro who always seemed remarkably clean), the heroes climbed on their horses and rode north. North to the Storval Stairs.

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