23. marts 2011

Session 37

Mansday 13th Aphryyl
Moving on, the Godsends headed north, through the dark and desolate lands of the Shadowfell. At night, right before they were about to camp, they narrowly avoided a band of 12 death giants. 
  
Tirsday 14th Aphryyl
 Continuing their progress northward, led by Master Lava, the Godsends realized that there was more to the Shadowfell than just darkness. It was also slowly sucking out their energy. 


At night, as they were camping, they were attacked by a horde of ghouls, led by someone calling himself King of Ghouls. The fight was long and furious, but in the end, the undead were no match for the Godsends.


Onsday 15th Aphryyl
More traveling, and the Godsends could now spot the Wrath of the Gods mountain range out far, far away. 


At night, while resting, the Godsends were attacked by a ghost of one of the many Shadar-Kai who had died in the marsh, many years ago. It tried to possess them, but was quickly killed off.


Torsday 16th Aphryyl
Eager to stop the bad guys, the Godsends arrived at the mountains, and found 4 small forts, formerly inhabited by Shadar-Kais. Everyone was dead, killed by magic and big swords/axes. 


They continued up the mountain-road, ending on a platform, where they found a huge castle, with an even bigger tower (600 feet tall) and a tunnel leading into the mountain/volcano. Checking out the tunnel, they found that a magical barrier had been erected to prevent lava from exiting the tunnel and affecting the castle. 


At the end of the tunnel was a small platform high above the lava, where an empty metal construction suggested that the last piece of the Divine Engine had once been here, but no longer. Tracks of giants were found. Rolen through his BFF ring into the lava, ending the link to GrobKu, now a ghoul under the control of Orcus. 


As they exited the volcano, resigned to have failed, their attention was drawn to the tower. Something was happening at the top, maybe a ritual of some sort. Magical energies were certainly flying around up there.


Quickly they climbed the 100 foot tall walls, and entered the courtyard, which was full of dead Shadar-kai, all drained of energy, most likely by a big bad ritual of summoning or awakening. What could it be??? ;)


As they traversed the courtyard, a monk-looking fellow (bald, dressed in simple robes) with the symbol of Tharizdun tattooed all over the left side of his face exited what looked like a small temple, flanked by some death giants.


Ah, the Godsends, or rather what is left of them. You have crossed me and my brothers for the last time. Oh I shall relish to feast on your will tonight..
 Som skrevet rundt tidligere, så holder vi en lille pause. Næste gang vi mødes er den 5. april. Ja, jeg ved godt at det er Real der spiller den dag mod Spurs, meeeen, vi spiller alligevel. Så må jeg se den, når jeg kommer hjem. 

Håber at alle har det godt, og har modtaget mailen om Sucker Punch. Svar venligst asap, så jeg kan få bestilt de bedste billetter.



 

2. marts 2011

Session 36

Tirsday 7th Aphryyl

Talking to Hannibal the Sage, the Godsends learn some more:

The Shadowfell, while a mirror of the mortal world just like the Feywild, is nothing like it. It's dark, evil and the dead go there before the lucky ones of them pass on to the Dominions of the Gods. In the Shadowfell, only one rule, the enigmatic Raven Queen. Which is why there are no permanent portals. They were destroyed many years ago, in order to preserve your world. What you need to do is find someone powerful, yet dark. Someone who lives on the fringe of goodness, a shade, a warlock, a witch. And the negotiate terms.

As it is, you are in luck. I know of a ... guy that knows a lot about the Shadowfell, and afaik, he happens to be in Hestavar. His name is Master Lava, and he normally hangs out over by the Golden Dragon. 


Heading over to the Golden Dragon, they meet with Master Lava, a human wizard who is very skinny and pale. He doesn't get much out, according to himself. He agrees to help them get to their destination in Shadowfell, against an equal share of the spoils. He warns them that it will be very dangerous.

Onsday 8th Aphryyl
 The next morning, the Godsends, Hwygar and Master Lava meet up at the Golden Dragon, and then head down to the docks and jump aboard the recently renamed Black Zug; then sail towards the Mortal World.

Mansday 13th Aphryyl
Arriving to the Mortal World near Drahar, it quickly becomes apparent that either the Emperor changed his mind and didn't (willingly) hand over the piece of the Divine Engine, or Orcus decided to wreck a little havoc anyway. Drahar is a smoking ruin, and so is just about every other village or town nearby.

A couple of hours heading east towards the Swamp of Death as directed by Master Lava, the ship is following by a big winged demon. They set down ship and fight the demon, who summons a small horde of carnage demons.

With the demons dead, the Godsends & co. continue towards the Swamp, where Master Lava introduces them to Mara, a young(?), beautiful tiefling. She tells them to go kill a shadowhydra that has crossed over nearby, if they wish to gain passage to the Shadowfell.

Easy said and done, and a a couple of hours later, they are back at her cabin, with a couple of hydra heads.

She then lead them back to the mound and opened a rift to the Shadowfell. Before parting ways, she did offer to "read the bones" of one of the Godsends. Hwygar and Calos both volunteered, so she did Calos. The message was about as clear as usual:

You will die within this year. You have already met your killer.

Once in the darkness of the 'fell, Lava led them out of the mound, only to run in an old friend of theirs...

I thought you were coming this way. You really ought to understand by now that you are meddling with forces beyond what you can imagine. Leave now, and I will let you live. For now.

Yes, it was the lich they last saw when he ported out of the Draharian palace with One-eyed Draco's beating heart in his hand. A long and hard battle followed, until the lich once again ported away, with a parting comment:

I must admit I may have underestimated you slightly. I am sure we will meet again soon.. really soon.




27. februar 2011

Travel Times

Bare lige en hurtig oversigt, in case nogen var interesseret

Fra Drahar area til Feywild portal: 4 hours (riding)
Fra Drahar area til Shadowfell crossing: ??
Fra Drahar area til Hestavar: 4-5 days (Only by Astral Skiff)
Fra Hestavar til Sigil: 4-6 days (Only by Astral Skiff)
Fra Hestavar/Sigil til Elemental Chaos: 6-8 days (Only by Astral Skiff)
Fra Hestavar/Sigil til the Abyss: 10-12 days (Only by Astral Skiff)

Man kan kun komme til Feywild/Shadowfell via "the mortal world"
Man kan kun komme til Feywild/Shadowfell via portals of såkaldte "crossings"
Man kan kun komme til Hestavar/Sigil via Astral Skiff og permanente portaler. Lige pt lader alle permanente portaler til Sigil dog til at være lukket af Orcus.

23. februar 2011

Rituals (SU)

Hej drenge

Som vi snakkede om forleden, så er rituals problematiske (for mig), især på højere levels. Det er ganske enkelt ret svært at overskue alle de muligheder at der, til at komme rundt og få info, men også til mange andre ting.

Man kunne sidde og gennemgå alle 314 rituals, men hvis jeg kan blive fri, så generer det mig da ikke.

Så derfor ville jeg høre hvad folk ville sige hvis jeg helt droppede rituals, lige pånær magic potion og magic item creation samt disenchant? De classes der har ritual casting ville få en feat som kompensation.

Lad mig høre jeres mening, og/eller eventuelle spørgsmål.

Session 35

Onsday 24th Mahrs, year 1457

After a some days of flying back, the Godsends exit the Elemental Chaos and enter the Astral Sea once again, heading towards the mortal world. No sooner are they out of the Elemental Chaos, before they are  followed by an Astral Galleon manned by 30 githyanki and a fomorian witch.

Instead of letting the galleon catch up and shoot them to pieces from afar, the Godsends suggest that Zug-Zug ram the galleon, giving them the element of surprise.

The Godsends win the fight, and are left with a prisoner. He informs them that drow and the fomorian made a hostile takeover of the ship, replacing their captain with the fomorian and ordering them to find the Godsends and kill them.

Tirsday 30th Mahrs, year 1457Arriving back at Drahar, the Godsends find their promised mansion ready to move in. Zug'Zug parks the galleon just about the mansion, and the Godsends can move in. They meet with Hubert, their chamberlain.

Later the same day, they are summoned to the castle, invited to present themselves in front of the Emperor.

As they arrive at his throne room, they can see the piece of the Divine Engine.

As they eat and talk about all that has happened, suddenly Rolen can hear some noise outside. Looking out over the city from the balcony, he can spot several places with fires. He quickly sends a pages down to investigate, and then sits down again to eat - which they kept doing until a guard returned:

My Lords, Demons... Drahar is overrun by demons.

Almost cackling with glee, Grum and several others jumped up from their seats: Demons!

I AM ORCUS! GIVE. ME. THE. DIVINE. ENGINE.

The roar almost made them all sit down again, but they quickly regained their composure.

After some debating, The Godsends decided to go and confront Orcus, (since surely it must be an avatar or aspect, and that they should be able to handle), otherwise the Emperor would turn over the piece of the Divine Engine.

Along with a bataljon of the Emperor's Guards, The Godsends made their way through the city rapidly approaching its complete destruction.

And then they faced Orcus. The battle was short and deadly. Rolen, Hwygar, Eric and Calos survived by running - Grum and GrubKo were not so lucky... They became undead minions raised by Orcus, as the others fled, running the gauntlet through the burning city, towards their mansion and Zug-Zug.

RIP GrobKu
RIP Grum

Tirsday 7th Aphryyl
The Godsends arrive at Hestavar yet again, where they learn that there was no bounty by the gods on their heads, they had been tricked.

They decide that they will head to the Shadowdell, find Mount Doom and the last(?) piece of the Divine Engine and stop Piranoth from being summoned.

16. februar 2011

Session 34

Freeday 19th Mahrs, year 1457
After fighting with the drow and the giants, the Godsends quickly searched the nearby ruins. There they found a portal circle, and decided that whoever was gone to get the divine engine would surely come back through here. Why else camp in some ruins in the middle of nowhere?

The Godsends decided to set up an ambush, laying and waiting for the portal to activate. However, hours passed, and noone arrived. They set up camp, and went to sleep.

Lordday 20th Mahrs, year 1457
 Next morning, after having been awake for a while, the magical detection system they had set up went off, warning of intruders.

They were attacked by 3 giants and a white dragon. The battle was long and somewhat hard, mostly because most of the Godsends were holding somewhat back, expecting to face something bigger. However, with the giants and the dragon dead, they began to wonder if they were perhaps barking up the wrong tree... or rather ruin.

They decided to follow the tracks - for a while, but after an hour or so, they once again changed their mind and hurried back to camp. There they were ambushed by Lord Ice, the frost titan, and a dracolich, claiming they had something which belonged to him.. it.

The fight was long, but in the end, the Godsends managed to kill the two foes. Grum got a new axe (that the titan had been wielding in one hand), and the Godsends got another piece of the Divine Engine - along with a big bag of holding.

Status
Piece #1: Stolen by the Bad Guys(tm) in Argent
Piece #2: Currently buried under a mountain in Drahar
Piece #3: Found by the Godsends in the Astral Sea, now protected by the Armies of Good in Hestavar.
Piece #4: Just acquired by the Godsends in the Abyss
Piece #5: Somewhere in the Shadowfell.

As it stands now, the Bad Guys(tm) can not start, nor complete any ritual.

Så, hvad er planen næste gang, ud over at komme ud af the Abyss ;) ??? (man må meget gerne stille spørgsmål, gerne så alle kan se dem, og gerne ASAP, så jeg har lidt tid til at forberede inden næste gang - ligegyldigt om det er om en eller to uger.


MHT næste uge, så er der jo Chelsea-FCK. Hvad gør vi mht det. Jeg ser følgende muligheder, sig endelig til, hvis I kan komme på andre, relevante.


1) Ignorer kampen, det er bare FCK, der spiller
2) Spille som normalt med kampen i baggrunden og acceptere at nogle er mindre fokuseret.
3) Mødes, spise sammen, spille indtil kampen, se kampen
4) Mødes, chille, se kampen
5) Se kampen hver for sig

Jensen, mind mig lige om at jeg skylder Puyol penge.

15. februar 2011

*The* axe

The Arcanite Reaper  
Forged at the dawn of time by Moradin, The Arcanite Reaper is a weapon that surfaces whenever the mortal realms are threatened to be annihilated. Many famous heroes have wielded this axe, most notably Gnoguh of the Swords of Drahar, who wielded it while killing the avatars of the 3 most powerful demonlords. He also used it when trying to stop the horde of demons invading Drahar in the year 27, when he fell like the rest of his allies.

The axe Arcanite Reaper is a +4 Executioner's Axe  with the following properties and powers.
Enhancement: + Attack rolls and damage rolls
Critical: +4d8 damage, +4d12 against demons
Property: A creature struck by the Reaper loses any resist fire and resist cold until the end of your next turn
Property: You gain resist 10 fire and resist 10 cold
Property: Critical on a 19-20
Property: You can speak Abyssal and read its script.
Power (Encounter): If you suffer an effect from a demon that a save can end, you can make a saving throw against it immediately upon gaining the effect.
Power (Encounter) • Healing: Devourer of Souls. No action. When you reduce a demon to 0 or fewer hit points with the Reaper, you heal as if you had spent one healing surge.
Power (Daily) • Weapon, free action - push 6 and knock any creature you hit prone, last until the end of your next turn

Folding Astral Skiff.

Folding Astral Skiff
Gargantuan vehicle
HP 250 
Space 2 squares by 4 squares
AC 4; Fortitude 20, Reflex 2
Speed fly 12 (hover), overland flight 15

Pilot
The pilot must stand at a control wheel, typically at the rear of the astral skiff.

Crew
 In addition to the pilot, an astral skiff requires a crew of three, all of whom use a standard action each round to control the skiff. Reduce the skiff’s fly speed by 4 squares for each missing crew member. At fly speed 0, the astral skiff sails out of control.
This does not apply if the pilot is Zug-Zug

Load
 Ten Medium creatures; one ton of cargo.

Out of Control
 An out-of-control astral skiff moves forward at half speed (not including any modifiers for its astral sails).

Astral Attunement
 This astral skiff functions on any of the known planes

Fragile Propulsion
 For every 25 damage the astral skiff takes, its speed is reduced by 2 squares. At fly speed 0, the ship comes to a stop.

9. februar 2011

Session 33

Torsday 18th Mahrs, year 1457
The fight was short but brutal. The gigantic frost-worm quickly swallowed, first Hwygar, then GrobKu and finally Grum. The inside muscles and the acid in the stomach threatened to kill them off, but they managed to hack their way out before it happened, killing the frost-worm in the process.


On they went, running into several abyssal snowstorms, before having to cross a huge bridge of ice spanning a bottomless chasm in the ground. But the Godsends were not easily cowed, and despite a fierce wind trying to push them off the bridge, they all managed to get safely to the other side.

There they spotted what looked like a small barbarian tribe in a temporary camp, fighting, drinking and cooking.

The Godsends approached carefully, and Calos managed to open a dialog with the barbarian leader, before anyone was killed. He challenged Calos to fight, in order to prove his worth. Calos quickly passed and gave GrobKu and Grum the opportunity. Grum started looking for a bird or a flying demon, so GrobKu stepped forward. And beat up the poor barbarian, chopping off his head at the end.

That seemed to go down well with the other barbarians, because the Godsends were allowed to stay and eat and party with Harkas and his small hunting party. 

Freeday 19th Mahrs, year 1457
 The next day, they even got a guide to show them where there were other "non-natives".

After a good 6  hour walk, the Godsends arrived at an area with ancient ruins littering a landscape also riddled with deep canyons. Sneaking in, they found a drow elf, along with 4 giants, seemingly waiting for something.

They snuck up close, made a strategy for the fight, and then jumped the completely surprised drow and giants. Due to superior tactics, the Godsends made a very tough much easier, and soon enough, they all lay dead at the Godsends' feet. But not before the drow let it slip that
"You are too late, Godsends! My master has the last piece of the Divine Engine, and must be on his way back. In fact, he should be here any minute now."
Aside from the magical loot, there was also a bunch of non-magical scroll-cases.

8. februar 2011

Dark Elf Bribe Loot

Translocating Armor  Level 19 (Feyhide Armor)
A field of planar energy surrounds this armor. If an enemy fails to hit you, you can teleport out of its reach.
Price: 105,000 gp
Armor: Chain, Cloth, Hide, Leather, Plate, Scale
Enhancement: +4 AC

Power (Encounter * Teleportation): Immediate Reaction. Trigger: An enemy misses you with an attack. Effect: You teleport 3 squares.

Feyhide Armor
Description: Feyhide armor is treated with an elven process that gives resilience akin to the hide of tough fey beasts.

AC Bonus: +3
Minimum Enhancement Value: +4
Check: -1
Weight: 25 lb.Cost: Special
Special: +2 Fortitude
Type: Hide

Stormwalker’s Cloak   Level 20
This dark gray cloak with lightning-bolt edging provides protection from lightning and thunder damage and can be activated to deal such damage to your opponents for a short time.
Price: 125,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: Gain resist 10 lightning
Property: Gain resist 10 thunder

Power (Daily • Lightning, Thunder): Minor Action. Until the end of your next turn, each time you are hit by a melee at-tack the attacker takes 4d6 lightning damage or 4d6 thunder damage (your choice).


Trollskin Armor Level 20 (Feyhide Armor)
Trolls hate everyone, but especially you and your warty green armor.
Price: 125,000 gp
Armor: Hide, Scale
Enhancement: +4 AC
Power (Daily • Healing): Standard Action. Gain regeneration 5 until the end of the encounter or until you drop to 0 hit points or fewer. If you take acid or fire damage, the regeneration is suppressed until the end of your next turn.

Feyhide Armor
Description: Feyhide armor is treated with an elven process that gives resilience akin to the hide of tough fey beasts.
AC Bonus: +3
Minimum Enhancement Value: +4
Check: -1
Weight: 25 lb.Cost: Special
Special: +2 Fortitude
Type: Hide

Magic Totem Level 21
This item is a simple totem that channels primal energy.
Price: 225,000 gp
Implement (Totem)
Enhancement: +5 attack rolls and damage rolls
Critical: +5d6 damage

Warmage’s Uniform Level 18 (Snakeskin Leather Armor)
These decorated greatcoats come in a variety of styles, but all lend military might to their wearers.
Price: 85,000 gp
Armor: Cloth, Leather
Enhancement: +4 AC

Power (Daily): Free. Trigger: You hit an enemy with an arcane attack power Effect: Until the end of your next turn, one ally within 5 squares of that enemy gains a power bonus to attack rolls against the enemy equal to the armor’s enhancement bonus.

Snakeskin Leather Armor
Description: Yuan-ti overlap fine “scales” of leather to produce the incredibly supple snakeskin armor.
AC Bonus: +2
Minimum Enhancement Value: +4
Weight: 10 lb.Cost: Special
Special: +2 Reflex
Type: Leather

Folding Astral Skiff Level 16
This small metallic cube expands into a full-sized astral skiff.
Price: 45,000 gp
Wondrous Item
Power (Daily): Standard Action. The cube unfolds into a full-sized astral skiff. The cube unfolds only if there is enough unoccupied space to contain the skiff.
Power (At-Will): Standard Action. The astral skiff collapses into a cube. You cannot use this power while creatures or objects (not including objects normally contained in the skiff ) occupy the astral skiff.

Frost Worm Loot

50.000 gp

Stoneborn Armor Level 18 (Specter Plate Armor)
Worked from rough stone, the plates of this bulky armor enable its wearer to tap into the limitless endurance of the earth.
Price: 85,000 gp
Armor: Plate
Enhancement: +4 AC

Power (Daily): Minor Action. Gain temporary hit points equal to 25 + your Constitution modifier. They last until depleted or until you take an extended rest.

Specter Plate Armor
Description: Specter plate is infused with energy from the Shadowfell.
AC Bonus: +10
Minimum Enhancement Value: +4
Check: -2
Speed: -1
Weight: 50 lb.Cost: Special
Special: Resist 2 all
Type: Plate

Healer's Brooch Level 19 
This innocuous adornment boosts your healing powers.
Price: 105,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: When you use a power that enables you or an ally to regain hit points, add the brooch’s enhancement bonus to the hit points gained.

Badge of the Berserker Level 17
This fearsome badge, crafted from bits of bone and leathery flesh, is favored by those who savor taking the fight to the enemy.
Price: 65,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.

Rending Weapon Level 19 (Executioner's Axe)
When this axe scores a devastating strike, you can continue your assault.
Price: 105,000 gp
Weapon: Axe
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage, and make a melee basic attack with this weapon against the same target.

3. februar 2011

Session 32

Lordday 11th Mahrs, year 1457
Returning to Hestavar, the Godsends first try to contact the bureaucratic rulers in order to get the pieces of the divine engine stored safely. That proved fairly unlikely, and instead they contacted the Church of Erathis.

There they met with an angel of Erathis called Nomar, who agreed to help them keep the piece(s) of the Divine Engine. He also gave Rolen a new brooch, along with the compliments of his god.

Our lord is very pleased with the work that you do. The Cult of the Mad God must be stopped - always. So it was in the past, so it is now, so it will be in the future. Please accept this token, as proof that he appreciates what you do.
 With the Divine Engine secured (to the best of their ability), the Godsends decided to head down under, to the Frostfell in the Abyss. Alas, they quickly found out that the Frostfell was in no way, shape or form the prime target for turist travelling, and very few captains were willing to risk their life and ships for a trip there. Except for Zug-Zug, who miraculously showed up (again), right as they needed someone to fly them around. Unfortunately, he had no ship able to travel there. But true to his race(!), he knew just where to get a good deal, and the Godsends soon agreed that they could not waste any more time, and they bought a ship (Rolen and Hwygar paid up front).

A couple of hours later, as they were leaving Hestavar, they were accosted by a handful of angels of Pelor.

Are you the Godsends? Are you Rolen, GrobKu, Grum, Eric and Hwygar of unknown origin?
Yes, they answered, hoping for some recognition.
Thank You for answering truthfully.

Our Lord Pelor has accused you of breaking the Divine Compact in front of his piers. According to same Compact, Our Lord is well within his rights to do so, and since no one spoke in your defense, you are by Divine Law guilty. In the name of Pelor the Just, I hereby sentence you to Death. The sentence is to be carried out immediately. Please lay down or kneel, it would make things much easier and thus pleasant for you.
A quick battle followed on the "docks" of Hestavar, and while they were victorious, they decided not to hang around and find out just how sought after they were.

Sonday 18th Mahrs, year 1457
Right after breaching the veil from the Astral Sea to the Elemental Chaos, the Ship was attacked by a small baby Astral Dreadnought, which already was bigger than the ship. A long fight was fought, and once again the Godsends very victorious, even though GrobKu did go down at some point. (*/flex).

Torsday 18th Mahrs, year 1457
After 10 days of traveling, the Godsends arrive in the Frostfell. Leaving Zug-zug and the skiff where they land, they head inland and soon get caught in a magical snowstorm, and get a little lost. Right as they find their bearing (heading east), they get jump by the biggest frostworm they have ever seen.

26. januar 2011

Session 31

Freeday 17th Phebroar, year 1457
You are hopelessly behind! We almost have two, and my allies are already in Frostfell getting the third. Soon nothing will be able to stop the return of Tharizdun, Destroyer of the Multiverse. And now you will die.

Famous. Last. Words.

The Godsends, who had a score to settle with poor Harrk, went into the battle with spells and axes slinging, and even the fact that Harrk was joined by a beast of a Death Giant, did little to change the course of the battle. The two giants died, and the Godsends found a decent bag of residium (50k) and a magical key.

BC: Der er lagt 16.666 gp til side til dig.

The key turned out to be the one used to open the vault of the Astral Giants, bypassing the magical defenses that had taken down some of Harrk's drow companions.

Before heading into the vault (they didnt know it was a vault at this point), the Godsends decided to have a chat with one of the many Astral Giants they had found dead and tortured. Rolen broke out his Speak with Dead skills, and Eric coached him through the very difficult questions....

The Godsends learned that the Divine Engine piece was no longer on the island. Before getting captured/tortured/killed by the bad guys, they had unceremoniously sling-shotted the artifact into the Astral Sea. In order to retrieve it, one would  have to be Avandra-lucky or have the vector. Unfortunately, no one knew anymore. Except the magical entity in their vault. But that entity would be protected by off-the-chart hardcore magical protections. Unless you were an Astral Giant.

Figuring they probably couldn't rez an Astral Giant, the Godsends took a loot at the defenses in the vault. And then Calos and Eric went to town with it, finally managing to unravel the defenses, although they drained almost everyone in the party completely of energy of the process, even coming very close to sucking Grum dry.

And then the guardians awoke. The Godsends soon realized that this might be their last fight. But through teamwork and a little blind luck, they managed to beat down the guardians, and they got access to the magical entity that could answer any question, but only once for every person.

Eric asked where the divine engine was (the piece that is) and got the vector and speed.

GrobKu asked whether someone had picked it up, or found it, and was told no.

Rolen asked who the traitor in the Godsends was/would be, and was told that the future is cloudy, but it would be either Calos or Hwygar.

Calos and Grum didn't ask anything.

After letting this sink in, they quickly went outside, hailed Captain Hadokz, and flew/sailed after the divine engine piece in the Astral Sea.

Sonday 19th Phebroar, year 1457
After a couple of days of high speed case, they caught up and got a hold of the Divine Engine piece. With that acquired, it was decided to head to Hestavar and find a way to get to the Frostfell in order to race the allies of Harrk, whomever or whatever they may be (lich? blue dragon? something else?)

22. januar 2011

Hestavar

When the people of the world describe paradise, more often than not they’re imagining visions of Hestavar. At first glance this astral city is an urban paradise, as if brought forth by the furtive imagination of those who idealize the virtues of civilization. Angels and astral skiffs drift among golden clouds, and f loating islands hover over a vast island-studded lagoon of sparkling blue water. The islands, both those set in water and the ones set in air, are adorned with graceful and tapering alabaster edifices that melt into the stone with architectural perfection. Their balcony gardens and covered porticos serve as galleries where magnificentscenes abound, and they provide the occasional perches to colorful songbirds that f lutter all about and to great avian steeds. The air is like a light and refreshing perfume, alive with the ringing sounds of bells, chimes, and harps. Yes, the city is gorgeous . . . prosaic . . . seemingly f lawless. 
And it might be the closest thing in the universe to perfect, but just like the proverbial apple, worms writhe within it. As the hub of trade in the Astral Sea, the city has graft and corruption seeping into it with each trade partner who opens shop on the lagoon’s shores or atop the mercantile earthmote of Methion. A more noticeable spot of corruptionlies on the windward side of the lagoon—here the Salts blow and spit, serving as a fitting testimonial for the primordial Heur-Ket, who was defeated here during the war between gods and primordials.
 And then we have the exalted. Those damned noble exalted. Haughty, arrogant, and with no fear of death, they can be as vicious as any demon and more conniving than any devil, but they have the patience of angels.
        —Barthew Vreen, Captain of the Astral Skiff Wyrmrazor

The most cosmopolitan and accessible of the astral dominions, Hestavar is a fantastically wealthy city
of wonders.
Population: Approximately 300,000. Exalted souls and angels make up most of the population, with a
smaller number of devas and mortals.
Government:
The deities Erathis and Pelor rule over Hestavar in name, but they leave the actual administration of the city to an efficient bureau-cracy headed up by the high minister, an angel named Kemuel.
Defense: Several legions of angels of battle, angels of valor, and exalted warriors.
Inns: House in the Clouds; Methion Arms; Garden of  Geras. The Methion Arms is an excellent choice for
travelers who desire a good mix of location, privacy, and reasonable rates.
Taverns: Silver Tankard; Andarman’s Taproom; Kossian Vineyard.
Temples: Cathedral of Aurosion (Erathis, Pelor, and Ioun); University Chapel in Kerith-Ald (Erathis, Pelor,
and Ioun). The palaces of Aurosion and Kerith-Ald include great halls of reverence, attended by angels and exalted clerics who served Erathis, Pelor, and Ioun in life. Smaller shrines dedicated to most other gods in the pantheon (even a few dark ones) exist elsewhere in the city, since the people of Hestavar are pious and give respect to all the deities.

Session 30

Onsday 18th Yanoar, year 1457 
Calos explained that the devil had agreed to help them, without demanding anything in return. Obviously, it must have some unknown ulterior motives. It is a devil, after all.

The Devil, called Xiaus, also confirmed a couple of things.
1) That most of Sigil was overrun by demons, with only a few pockets of La Resistance left.
2) That Orcus was in charge.
3) That Orcus himself was present in Sigil at the time.
4) That Orcus is now in control of most portals and that they are closed.
5) The only way out seems to be by Astral Skiff.

The Godsends quickly decided to find the Resistance and see if they could help them get out. On the way they encountered a few more demons, but eventually they ran into a half-elf called Réné, from La Resistance. Without further ado, Réné lead them to the hideout of La Resistance, where they were introduced to Yolanda, the halfling leader of La Resistance. 

After the usual pleasantries,  The Godsends offered to help La Resistance, and Yolanda told them that she wanted them to go to a nearby Avandra-temple, where a spider-demon had taken up house. In the temple, there is a vault full of wands and rods, that La Resistance could well use for their fight.

The Spider-demon, aka Bebilith, was a nasty character, but the Godsends managed to dispatch it without anyone killed - for once.. Breaking into the magical vault proved easy, and soon they returned to La Resistance, where a very happy Yolanda promised to put them on the first skiff out of town.

Freeday 20th Yanoar, year 1457
The Godsends left Sigil on an Astral Skiff commanded by Hadokz for Hestavar, The Bright City.



Mansday 23th Yanoar, year 1457


Arriving in Hestavar, the Godsends immediately started to find out, where the hell the Astral Giants were. A sage named Hannibal (angel) provided the info, against info about what was happening in Sigil.


Lordday 28th Yanoar, year 1457
Knowledge in hand, and on an Astral Skiff, the Godsends left for the infinite Astral Sea, in search of the island of the Astral Giants.



Freeday 17th Phebroar, year 1457
Finally arriving at the island, the skiff docked and the Godsends paid the captain to stick around for a day, before heading home.

Knocking on the door, they were greeted by a half-elf named Jordal, saying that he was the caretaker and that all the giants had left. The Godsends talked themselves inside, and it was soon clear that he was lying. They pressed on, asking question a demanding a tour. While walking around, GrobKu suddenly heard footsteps, and Jordal polymorphs into Harkk! The battle is on.

17. januar 2011

Intermezzo in Sigil

Tirsday 17th Yanoar, year 1457
Inside the building, Grum and Calos at first saw nothing. Then, out of nothing, a small devil appeared. Instinctively Grum raised his axe to kill it, but Calos stopped him:

Don't kill it yet, my simple friend. It was the devil that guided us here


Grum reluctantly agreed, mumbling something about not trusting it.


Fear not,  mortal man, for I come in peace (quiet chuckle). In fact, I come to help you save your dead friends, do you wish to help your friends? the devil said, looking intensely at Calos.

Of course, what kind of question is that? said Calos.


The devil then went on to explain Calos what would happen. To Grum it sounded like gibberish, but he did notice that Calos paled and balked more than a little bit during the exchange. But in the end, the tiefling said:

Okay, we will do things as you say. Grum, I need you do get into the next room and guard it, should anything break through the barriers protecting this building. And stay there. There will be magic in this room, magic that might be dangerous to us all, should you walk in the middle of it. Don't be as stupid as you sometimes are.

Grum grumbled quite a bit, but left the room all the same. He slept with one eye open, often interrupted by moans and laughter(?) from the room next door.

Onsday 18th Yanoar, year 1457
The next morning, when everything had been quiet for a while, he went back in and found all of his friends alive, sleeping on the floor, where he had left them the night before, dead. The devil was gone.

12. januar 2011

Session 29

Mansday 16th Yanoar, year 1457
It took some time, but eventually GrobKu and Rolen got rezzed. The Emperor arrived to Drahar and took charge, and started to work on getting the city back on it's feet.

The Godsends, however, had little time for rebuilding. No sooner had they been celebrated by the Emperor and the remaining Draharians for their bravery in the War Against Stone (as it is already called) and granted a spot on the Stone Hill (the new hill in Drahar) where a mansion will be built, before the Godsends were already turning their gazes away from Drahar, and up into the sky.

Of course, there was some debate as to which course to take. Some wanted to head to the Astral Sea, while others wanted to find out more about who was behind it all.

Tirsday 17th Yanoar, year 1457
During the night, Rolen wakes up, bathed in sweat. Snow is falling quietly outside. He closes his eyes, but realizes something is wrong with the light. He gets up and looks out the window, only to find a new moon, a red moon hanging up in the night-sky. He quickly wakes the others. Hwygar tells them that the red moon, or the Blood Moon, is a sign of danger, and that he is familiar with it. He then goes up to the roof to meditate.

The next morning, he comes down and says: The Blood Moon is a sign that the multiverse is in danger, and reacting. Something has happened that has upset the natural balance in the multiverse.

After having convinced the Emperor that he needs to dig out the divine engine, which is now buried under a mountain of stone, and left behind a sending stone, the Godsends head to Sigil (via a gate provided by the Emperor's wizard), only to find it in a surprising state.

Everywhere buildings are burning and demons roam the streets unchallenged. No sooner than stepped through the gate, before they are jumped by a few demon hounds and a vrock.

After dispatching the demons, they try to find someone to talk to, preferably someone who wont also eat them. Passing through Sigil, they also look for a safe haven, somewhere where they maybe can be safe or find someone alive. Unfortunately, as they are investigating a building, GrobKu misses about 10 demons sneaking up on him, and while the Carnage Demons prove to be no match for our heroes, the Goristro following them around does indeed. After a hard fight, Hwygar is laying dead on the street, killed by the Goristro's rampage as it was dying.

Unable to resurrect him in the middle of the street in Sigil, the Godsends draw their druid through the streets, still looking for what might pass for a safe spot. And then they run into a Balor.

Ignoring the sanity of running, the Godsends make a stand and fight the beast of a demon. An impossible fight, and even though the Godsends make use of _every_ trick in their vast play-book, one by one, they fall to the sword and whip of the Balor. Killed by the sword, then burnt up by the flames of its body and the whip. First Eric, then Rolen, then Grum, then GrobKu and then... Calos, at this point barely standing, mere seconds from dying, manages to get that last mindthrust through it's considerable defenses, annihilating it´s brain.

He then quickly swoops a potion into Grum, saving him, but the others are dead. Calos and Grum then drag the 4 corpses of their friends towards a nearby building, from which they had heard a voice urging them to come over during the fight.

8. januar 2011

Session 28

Tirsday 10th Yanoar, year 1457
Passing through the ancient temple, the Godsends arrived in the main chamber, where they found themselves facing King Stone, one of the first titans. A battle was fought, and aside from his minions, he was soon enough joined by the Death Knight they had spotted outside the walls several times.


It was one of the longest battles of their lives, but they prevailed. Problem was that it was King Stone's will that kept the mountain floating, and as soon as the Titan king was dead, it started to fall towards the city. Quickly everybody started to see if they could find a way to save themselves and the city. Calos and Eric tried to figure out the magical writings on the King's throne, GrobKu searched through the Death Knight, while the other 3 ran for the platform, signaling and hoping Zug-Zug would be nearby, all while the mountain seemed to be crumbling around them.

Alas, the hard work of Calos, Eric and GrobKu did not pay off. And ss Zug-Zug arrived, they had to jump from the mountain and down on the ship. Calos just barely grabbed the side as he missed his jump, but he could watch both Rolen and GrobKu miss their jump and fall far down, stranding on a ledge as the mountain was plummeting towards the Bahamut Cathedral. Hwygar tried to fly down and rescue GrobKu, but couldn't make it in time. The mountain crashed, killling thousands, amongst them Rolen and GrobKu.