Against The Sorcerer-Kings

Onward to Koth

After disposing of the elf raiders in a vicious struggle, the characters settled in for a much needed rest. Drax set upon the corpse of the id fiend with great gusto, butchering the body to harvest materials (bone especially, but also ligaments and sinew) to create a variety of weapons, storing that which he did not use the first night into the wagon. The adventurers also noticed that Belem, while stable, had taken a turn for the worse. After an uneventful evening and a long rest, they decided to once more set out for Koth.

Using his athletic skills and supernatural teleporting abilities, Elon Mistwild scaled the nearest point, a tree atop the canyon face, and scouted out a path ahead. The badlands of this location abutted an area of sandy desert, and it was through this zone that the group travelled on in the direction of Koth. Kavak carefully worked the remaining kank that pulled their wagon, while Elon kept a sharp eye out for danger and Drax spent his time with Kria, attempting to raise her spirits after her recent capture, as well as question her about training, in an effort to improve her skill to defend herself. The journey took several days, with the band being assaulted one evening in camp by a pair of vicious anakores, whose massive claws cut deep and viciously on the heroes before they were slain. They were also set upon by a band of tarek bandits led by a tarek earth shaman, who attempted to ambush the group as they resupplied at an oasis, but Drax’s sharp eyes and trained instincts spotted them ahead of time. The tareks swung many a powerful blow, and took many a seemingly mortal wound, before they were finally defeated. Kria in both encounters showed more spirit than earlier, employing a crossbow to attempt to aid her allies and protectors; she did not accomplish much but did demonstrate a fighting and resiliant spirit.

At last, the adventurers ran into a crodlu-mounted patrol from Koth, who ordered the band to halt in the name of Lord Mitra. The situation was tense, with the guards not well disposed to wanderers from the desert, and the adventurers in no mood to bow or scrape after their long journey. The group revealed their fallen ally Belem, however, and after examining him the guards let them past, and escorted them back to the outskirts of Koth, which was revealed to be a decent sized settlement located within a canyon, with buildings built into the very walls of the canyon, as well as along its floor. They were pointed in the direction of a large building in the settlement, and told they had best bring Belem there.

Betrayal in Zakharia

The adventurers stood in the room in ancient Zakharia, empty save for the bodies of a number of minor demons that they slew, and the figure of the “tiefling” trapped within a magic circle at the center of the room. The figure attempted to convince them to free him, as they all attempted (or appeared to attempt) to ignore him. He offered treasure, power, women, and powerful weapons, the last of which caught the attention of Kavak, but he stayed his hand. Finally, as the adventurers were preparing to leave him, he tried to earn their trust by warning them of a band of elven raiders who had snuck up on their position. A short but vicious battle ensued, and the elven raiders were laid low, save for one who was trapped in the room and offered to bargain information for his life. He informed the adventurers that they had been betrayed by Felleen, the elf “trader” they had encountered in the desert, who had sold them out to a local tribal leader named Ignara, who had seized Kria as a hostage and was, along with her sister, combing the ruins for them.

A intense discussion broke out then, with Drax anxious to start out after the elves to rescue Kria, and Elon Mistwild arguing that they needed to rest, as his wounds from the previous encounters were severe enough to keep them from pressing on. The trapped figure, who identified himself as Amduscius, urged them to free him, so that he could go lay waste to the elves and save Kria while the adventurers recuperated. He also offered to revitalize the party so that they could press on, but they tried to ignore that. Eventually, as Amduscius offered more and more enticements, in order to shut him up Drax asked “Why don’t you just turn the world green again?” “It could be done… it would take much effort, but it could be done…” which startled, silenced, and greatly disquieted the party. It did not, however, succeed in convincing them to free him. Eventually they agreed to hole up in the room for four hours, giving Elon a chance to recuperate (at his advanced rate). The shaft of Kavak’s halberd quieted down the captive (repeatedly…). Drax grudgingly agreed, though he paced and grumbled the entire time.

The band moved out, leaving Amduscius behind them and bringing the elf captive along. They discovered sign of what they believed to be Ignara’s sister, Jaenus, though before they could reach their a sentry detected them. A fight erupted in a room, previously undetected, connected to the great hallway by a secret passage way. Jaenus’ guards were vicious, firing sharp, stinging blows that hamstrung Drax while Jaenus unleashed fire upon the party. Kavak dove in, swinging terrible blows down upon Jaenus, who tore into his mind and sent him (briefly) running in fear from the room. Blades cut into flesh and shattered on stone, primal and psionich powere flowed. Eventually, however, the band defeated the elves and captured Jaenus, intent on using her for trade.

They pressed on to search for Ignara and her band, eventually succeeding in doing so in a different section of the ruin, beyond several hallways, in a large room lit with huge braziers. Ignara and the adventurers parlayed, each threatening the lives of their captives. Eventually they struck a deal, wherein Ignara offered up Kria (and leaving behind Felleen) for her sister, but as the two groups warily began their exchange the treacherous elves struck, hoping to overwhelm the adventurers and seize it all for themselves. Another vicious battle erupted, and the heroes quickly overwhelmed Ignara’s guardians, though Felleen proved more dangerous than they suspected, loosing several vicious arrows into them and clouding their minds with his own psionic powers. Ignara summoned fire elementals to aid her, but it was all to naught as the heroes cut down her forces, eventually forcing her and Felleen to flee. The adventurers gave chase, and finally knocked Ignara prone, forcing her to yield. Drax and Kavak gave chase, and their might hews and intense endurance proved too much for Felleen, who they caught up to as he was attempting to catch his breath. He tore off again, but not before driving a few arrows into Kavak. The might half giant, greviously wounded, knowing that another of the archer’s arrows might be his doom, nonetheless drove onward, guided by his barbarian rage and single-mindedness, and managed to cut down the archer before he could finish Kavak off with another barrage.

As Drax and Kavak caught their breath, Elon and Kria caught up with them. Drax and Elon stole up to the enterance and finished off the guard Ignara had posted. They then returned to the room, freeing the captive as they agreed, but making Ignara pay the price for her treachery by cutting down Jaenus before her, then herself. The band collected the elves weapons (as many of their own were destroyed in the battle), and even uncovered an enchanted Heavy Throwing Shield, though it was curiously enough not made of metal (as they expected in a Green Age ruin) but instead bone, wood, and sinew. The band decided to camp at the entrance to the ruin, as they planned their next steps, with Drax leaning towards further exploration and Elon hinting that they perhaps should be on their way to Koth

Early Campaign

This is a brief recap of the campaign, up to and including the 01/02/2011 session

The campaign began in the boiling Black Pit of Urik, as the main characters, Drax,Kavak and Elon Mistwild, along with an NPC who they would later come to know as Bellem, were thrust into the pit for a gladiatorial contest. Thean of House Lubar appeared to be sponsoring the games, and the PCs were pit against several bands of gladiators from the Blackblood Warriors, all of whom they overcame. As the PCs were about to be pit against yet another band, it became obvious that they were being sent to their deaths, which did not sit well with the fans, who were won over by their prowess and showmanship in the arena. Therefore, they were given a stay, and sent back to a communal cell, where they ate and rested to recover their strength for the inevitable next rounds.

Those next rounds, however, never came, and the four awoke to find themselves in a sealed, hot and stinking wagon, bound for the salt mines of Urik. The heroes attempted to free themselves, and failed but did manage to damage the wagon they were in, causing the rest of the caravan to leave them behind. That night, one of the templars, Tirius offered to free them if they would kill his superior, Sollus. The PCs did not greatly trust Tirius, but they wanted to be free and avoid the salt mines, and having no love of templars had no objection to doing one in. They fought Sollus and his warriors, including his pet jhakar Dreg, and after defeating them Tirius reappeared, trying to rally the remaining Urikites to halt the “escapees and murderers.” He was no more successful than Sollus, however, and the band defeated him as well, though the battle was close and Bellem was forced to reveal himself as an arcanist and preserver. After the battle, it was discovered that Sollus had brought along a pleasure slave, Kria. She was freed, though with no where to go decided to accompany the band, as she began to develop a close relationship with Drax. After some discussion, Bellem informed the PCs that if they escorted him to Koth, a hidden settlement to the north, they could avoid the reach of the Sorcerer-Kings and get a reward as well. The adventurers decided to take him up on this offer.

The band headed north, taking the kank drawn wagons filled with supplies (which the templars no longer needed!) with them. The trip north was rough, as the land soon turned to rocky badlands. The PCs fought off a variety of foes, including elementals, bandits led by the defiler Gregos, and a silk wyrm that poisoned Bellem and left him comatose. Along the way they encountered a band of dwarves led by a sun-priest named Logos who took them for bandits and assaulted them. The adventurers bested Logos and his band, and forced them to yield. Logos grudgingly gave them information on a long lost Green Age dwarven ruin, Zakharia, as well as giving them directions to Koth (needed as Bellem remained comatose from the silk wyrm attack). The adventurers decided to search out Zakharia, as it was closer than Koth, before continuing on to the settlement.

On their way to Zakharia the adventurers met up with an elf named Feleen, who bargined with them, food for information. He confirmed the landmarks described by Logos, reinforcing their conviction that they were on the path to Zakharia, and informed them of a few local dangers, specifically of an elf raider named Trivus and the evidence he had seen of a thri-kreen band in the area. On their guard, the adventurers made their way into the canyon described by Logos as containing the entry point to Zakharia. Here they found a murder of Kesterel birds, foul and dangerous scavengers, perched on a tree just outside the rock slide area revealed the way into the ruin. Elom’s sharp eyes caught sight of another predator, however, and thus avoided them being surprised as they were set upon by a vicious id fiend as well as the birds. A great battle erupted, with the id feind using its powerful telepathic abilities to hamstring and immobilize the warriors. Eventually they defeated it (after especially a great deal of cursing by Drax, who developed a foul, deep hatred of the beast). They hid their remaining wagon and kank as best they could, equipped Kria with a weapon, and stole into Zakharia, searching for its secrets. They found signs that this may truly be a Green Age ruin and traveled deep into and under the surface, following the passageway down until they came upon a wide hall. Exploring it, they found a lair of crystal spiders, who they easily defeated, and among their lair found a primally infused set of sandals and a rusted steel longsword, which they believe has value to a collector. Traveling further they found a massive door which once contained magical runes and sigils of great warding power, now lost. Opening the door, they found a figure, seemingly a tiefling (though Elom’s sharp eyes and knowledge of planar details told him it was in fact something else) in a magical circle, surrounded by five maw demons, bundles of hate and hunger. The adventurers charged in, heedless of the danger, and slew the demons, standing deep in a pile of their otherworldly bodies as the “tiefling” urged them on. As they defeated the last of the demons, their attention turned to the captive, who urged them to remove the wards surrounding him…


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