Amaria

Tiberius's Journal Entry

We’ve been in Parthis for over 2 weeks now, but the past few days have been especially taxing, however, I must remain steadfast in my holy mission.

We near the source of this unholy weed that grows beneath the surface of a city already in turmoil. A weed with its tentacles growing up through the sewers of Parthis and blossoming throughout the high council, bearing poisonous fruits. But alas, we seem to be nearing the “root” of the problem. Perhaps in the coming days, the power of Lannados will save the sour people of parthis even tho they have turned their backs to his ways. His light will lead them back to the truth.

Our party has grown in the past week as well. Too many new faces to trust. I know Sartorius shares my mission, but I’ll have to place my remaining trust in Red regardless of the hesitations he has for smiting the unholy. I’m beginning to think he’s a figment of my imagination, or a muse sent from Lannados to accompany me on this most holy mission. A test of faith? or perhaps a guiding light? I can never be certain. He has, however, recruited some of his old “friends” to “help” us. I understand that we have all been away from home for longer than we can remember, but this is neither the time nor the place to try to get laid, you can do that on your own time. I don’t want to get stuck babysitting your girlfriends in the middle of a battle for the immortal soul of humanity. This is no place for women.

And then there’s Indy, a fancy-lad tasked with helping us retrieve the last of the pyramids. I can tell hes a good man deep inside. Quick to reach out for gold, and shy to fight. He spent entirely too long making chit-chat with Moorfells lacky, leaving us to cope with and destroy the mighty unholy Lord Tyrell. He is extremely useful with his steel, when he decides to use it. Now is not the time to stand down, we shall see soon enough.

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Zenewar's Journal Entry
Diary Entry #3411

Are you there God? It’s me, Zene.

I’m sorry it took so long for me to write you again, but here I am. I know today was as wake up call and I heard you loud and clear. How absolutely embarrassing though. I know never to judge your plans, and I’m not, but did I have to be rescued by humans?! AARGH!! Death would have been preferable had I not realized you are presenting me with an opportunity, nay, a challenge, but those fragile, pink sacs of pig shit are the worst. Except for Red, he’s a bit of alright. Ok, ok, I like him a lot and owe him more than I’d like to admit, but he does seem to have questionable taste in friends. I also feel bad about lying to him. After he went on and on and on and on and on about what had happened to me….I told him I was glad I didn’t have to murder his companions, but I did “want” to. I wasn’t sure it was the time to be so truthful. I will work harder with Red to be more truthful.

This is because of the baby bugbear incident isn’t it? I thought I explained and atoned for this already, but I had no idea that they were so breakable. Well, not initially anyway. I admit, after I accidentally smothered and crushed the 4th or 5th I got the hint, but then I got so excited by the killing sounds!! Oh wow, I’m getting excited right now! I need to think about something boring and calm down: Hugs…Books….Red explaining things. Ok, I’m better.

I know I promised not to be so negative, but I really have my work cut out for me. It’s like several villages lost their idiots and they came together to form a band of inept adventurers. I had to stifle my laughter several times today as they struggled to fight insects. Insects?!?! I know you know this being God and all, but one of the puny humans tried to take out a swarm by waving a torch like an adolescent female that ran unknowingly into a spiderweb. Obviously, that’s where I come in. I give you my word that I will whip this group into fighting shape in quick time. And I also promise to give them a chance and not murder them in their sleep. If Red is ok with them then I have to give them a chance…by not murdering them in their sleep. I don’t want this to be a repeat of “The Cleveland” job.

They don’t all seem to be that bad. I mean, the female of the group is an ugly witch, but what can you do. I’m not just saying that because she’s the only female in the group, but because she is literally an ugly witch. …and because she’s the only female in the group. There is this one guy, I can’t remember his name (human names are so difficult to remember and very, very stupid), but he had a hard time looking at my naked body. Obviously it’s because he can’t control himself around such buxomness. He clearly has a thing for half-orc vag, or as those in the know call it “snaggle-vag” and “savage genitalia”. I feel bad for him and I will work hard so that he isn’t so uncomfortable all the time as I plan to get naked a lot. (note to self: get naked around him every chance I get).

So, to recap my plans:

1. Gain Red’s trust by not murdering the group…and being more honest about my feelings, especially about “wanting” to murder the group, but not doing it.
2. Give the group some help pointers about murdering things they dislike and that dislike them.
3. Show body off more often to help group members be comfortable liking females.
4. Show off body to lame human and give up the “snaggle-vag” if he decides to be a real man.
5. Murder more stuffs and things.
6. Complete life goal #334: Pull someone’s arms off and beat them to death with them.
7. Find a ring of regeneration, but only if it complements my current magical accompaniments.
8. Stop referring to humans as “pink sacs of pig shit”
9. Get to know group better. Bond by learning important things about them: “What do they like to kill? What is their favorite body part to chop off? How many people did they kill when they were a toddler?”
10. Feign interest in what we are doing and why we are doing it.

That’s enough for today, I’ll write again tomorrow.

Praise be to you for my rage, killing things, Red and this opportunity to teach this group how to murder things better.

Your friend and servant, Zene.

P.S. We are going down the trash shoot tomorrow and I swear if there’s a trash monster I shall be very cross.

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Indy's Journal
Entry #1 - There Was a Hole

Bugs! Why’d it have to be bugs?! I hate bugs! Plants I can handle, ferocious beasts are fine. Snakes, who cares? But this hole is filled with giant wasps?! What a nightmare…

All my time spent drinking at this god forsaken bar I’ve wanted to explore this damn hole. Now, when I finally find a group with the gall to do it, this is what I find?! At least I have that bag of gemstones… With all the fighting, I’m sure everyone else has long forgotten about the spoils of that chest.

If I were a coward, I’d probably just be able to climb back up that slide… After all I’ve got the reflexes of a cat. But that is not how Indianapolis Jawns does things! I’ll need these guys if I ever want to study those artifacts and find Robin… plus I can’t just leave Zehra to fend for herself. Regardless, I have to look out for #1… If things get dicey, I’m outta here. I have the map anyway, and enough money to hire my own boat and a band of mercenaries to help me get to where I’m going.

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Zehra's Journal
Entry #1

How much longer must we be in the damned hole? The real threat comes from whoever kidnapped Roben and injured Rah. But instead I am following Indy around with a pack of righteous self-centered idiots. Do the really think they can stop this scourge of plants attacking the city? Maybe if they had discovered this hole prior to the attack, but it seems likely that there are far too many of the plant people already on the surface. A method needs to be discovered to kill them in mass. Some type of toxic that can kill or revert those effected without injuring the general population.

I find the circumstances that led to us being in this hole disturbing. Why would the plant people just allow us to enter an area with their “nest” which is practically unguarded? Did the underestimate us to that extent? Not that I have been much help of course. I grow more and more concerned about how much I have revealed to these people. While Indy seems to trust them I do not doubt that that antiquated ass Tiberius will have a righteous fit if he learns the nature of my powers. I think I have revealed too much already to turn back. I know that I need them to find whoever attacked Rah and save Roben.

So we press on through this cheap parlor trick of a “dungeon” with the ultimate goal of beating Tiberius’ friends to their destination. I fear that my life as a scholar is over though. By the time this is through too many will know of my abilities and I will no longer be able to assimilate into my adopted homeland. My life of scholarship and quiet at the University are over.


Note to all out of charector. I’m only being an ass because it is how I’m role playing the charector. I’m not trying to offend anyone in any way so please feel free to fire back at my charector if she crosses social barriers. That’s part of the point that she grew up living in a university library basically. No social skills. *

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Session 16: Rendezvous
or - The Quest Log Filleth

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Diving below the rough waves of the Parthian harbor, the party followed the lead submersible, piloted by the Caliphate Admiral, quickly realizing that he meant to pilot the craft right past the giant sea monster to escape through The Curtain, the outer wall of the harbor. Red, realizing the craft’s power source could be “rigged” to explode, proposed that in lieu of following the Admiral, they could turn their own craft into a bomb, aim it at the monster attacking the Parthian Fleet, then blow the hatch and attempt to swim to safety. With no auto-pilot, the party knew success was not guaranteed, so they tried to steer their craft into the battle zone as close to the creature as possible before abandoning ship.

Leaving most of their heavy gear behind, they fought the shock of the frigid late-winter water, emerging on the surface just in time to see the underwater detonation of their sub connect with the shrieking monster as it slid beneath the waves. Amidst the carnage of oil fires, smoke and sinking ships, the party struggled against cold and exhaustion before spotting a floating ship mast they could cling to. As half the party slipped beneath the water after succumbing to shock and exhaustion, Sartorius and Tiberius managed to pull everyone to the safety of the mast and securing everyone with ropes before themselves falling unconscious.

Following the battle, an oarsman piloting a rowboat came across the party while searching the floating wreckage for survivors. As the oarsman pulled the otherwise unconscious party aboard and rowed them towards a massive warship, a weary Tiberius looked up to see that the mast carried a new flag consisting of familiar elements…The Black Tower of Eastmoore, now capped by a white sunburst on a field of Red. Tiberius barely had time to contemplate the implications of a flag combining the banners of the Temple of Lannados with Duke Moorfell’s before slipping back into oblivion.

Sartorius and Tiberius later awoke to find themselves being tended by a nurse in a small ship’s cabin. She explained that they were aboard the Prophet’s Praise, part of an Amarian Armada sent by Duke Moorfell to aid the Parthians with the Caliphate Blockade. Eyeing each other suspiciously over the ‘convenient’ timing of Moorfell’s arrival at the tail end of the battle, they thanked her as she departed the cabin. Quickly assessing their surroundings, they found their companions bundled up in beds nearby and a pile of their clothing drying out nearby. On deck, Tiberius saw that along with the crew of sailors, the ship sported a full contingent of Seraphim soldiers. Fearing that they might be trapped if the ship headed back to sea, they were relieved to find that the ship would set in at the Tusks, the Parthian dockyard, within the hour. Discretely, they prepared for a quick departure upon docking before anyone aboard might recognize them.

Upon deboarding, the party found the Tusks bustling with both Parthian and Amarian crews. The Amarian Armada was still patrolling the harbor, but a third of their ships had docked right along side the wounded ships of the Parthian Fleet. The party was met by a member of the Parthian High Council, Ani Coultana, who discretely confirmed that the Amarians had ‘conveniently’ shown up at the end of the battle, had routed the remaining Caliphate ships out of the area and were taking credit for killing the huge fire-lobbing monster. Coultana had her soldiers escort the party (including the still unconscoius Red and Winton) to The Debutante, an upscale inn where the council had arranged for their rooms. Before leaving the docks, however, Tiberius heard strange whispering and thought he spotted someone familiar dressed in a Parthian Naval uniform, but lost him in the crowd.

At the Debutante, each member was shown to a private suite by a servant named Jerome, where they spent the night relaxing and catching up on some much needed rest. Tiberius and the recently conscious Red received invitations from an old friend, Fraa Oleander of the Wight’s Rook Consent, to join him at the University Faculty Club for lunch. On the way to the University, Red gave Tiberius and Sartorius the guided tour of the city before Sartorius split off from the pair to do some shopping.

At the Faculty Club, Red and Tiberius were reunited with Fraa Oleander, who introduced them to his colleague, Professor Dar’un’Rah, an expert in ancient history and artifacts. Rah, in turn, introduced them to two others, his prized student, Indianapolis Jawns, and Roben, the famed Matth’ari inventor whose request for political asylum brought the Caliphate down on Parthis in the first place. Roben explained that it was her discovery of the Azure Pyramid in the ruins below Matth’ that lead to many of her incredible inventions, including airships and guns, in turn leading to the Matth’ari’s miraculous economic renaissance. This, in turn, led to the attention of the Caliphate, which showed up on the Matth’ari’s doorstep demanding submission and a turnover of the pyramid and any related technology. It was the Matth’ari’s refusal to submit to these terms that led to the destruction of their homeland and the resulting genocide. Roben explained that the Caliphate tracked her to Parthis, where she had fled, but noted that the Council refused to give her up.

Following Roben’s story, she and Fraa Oleander requested that the party return to the ruins of the City States of Matth to secure the pyramid that Roben hid there. Oleander also indicated that deciphering the purpose of the “code” underlying all of the pyramids would require at least one more. Dar’un’Rah requested that his student Indianapolis, himself an accomplished archaeologist, accompany the party on their mission.

Walking back to the Debutante with Indi and Red, Tiberius rounded the corner of a side street and barreled right into a Seraphim Captain, who proceeded to push him to the ground, warning him to ‘watch where he was going.’ After the laughing Seraphim Squad wandered off, Tiberius noticed that the man had pushed a crumpled note into his hand, requesting a meeting at the University Archives at midnight, but warning of danger.

With several hours to kill before the meeting, the group returned to the Debutante where they linked back up with Sartorius and had a few drinks. Sensing that the environment was a little to ‘tame’, Indy suggested a local bar called “There was a Hole”. Amused and curious, the party couldn’t say no. The party arrived to find a kitschy three story tavern, with three wrapping levels of open balconies overlooking a massive hole in the cobblestone floor of the building that resembled a giant water well, complete with a bucket large enough for five men. The waiter explained that the bar was built atop the ruins of some ancient labyrinth and that adventurers occasionally went in (but not always out) under the simple rule that you keep what you bring out. On their way out of the bar, Tiberius spotted Demitri dressed in a Parthian Navy uniform, and was suddenly sure that it was Demitri that he had seen on the docks. With Red, he approached Demitri as an old friend, but Demitri acted like he didn’t know either of them. He asked where the party was staying, and promised he would stop by later to sort out the confusion. As they left the bar, Red was sure to his bones that Demitri was lying to them, though neither he nor Tiberius had any idea why.

The party reached the Archives several hours early, hoping to outmaneuver any ambush the Seraphim Captain might have planned. They found him in one of the main chambers of the Archives. The Captain indicated that he was “a friend of Jame’s” and part of the secret resistance against the increasingly morally dubious actions of Grand Inquisitor Magnus and his loyal servants inside the Temple of Lannados. He explained that Inquisitor Moren, Magnus’s number two, had been dispatched along with the Amarian Armada on some secretive side business, and that he was in the basement of the Archives with a light detachment of body guards.

Tiberius and Indy proceeded to sneak down into the basement, where they located one Seraphim standing guard and a palpable oppressive feeling of evil in amongst the maze of books. After a botched attempt by Indy to slip his dagger into the Seraphim’s back, the rest of the party sprung into action, racing down the stairs at the sound of the commotion. The Seraphim, pale and with sunken eyes, raised his sword and sliced through Tiberius’ armor like sackcloth, cutting deep into him with an unnatural biting cold. Off in the wings, a dark shape hovered out of the stacks, seeming to drink in the shadows as it headed towards the party…

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Sessions 13-15: The Blockade
or - Taking Back Parthis

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Update coming soon.

Session 13: The Harbor

- Azir asks Red to escape with him back to Parthis to attempt a diplomatic solution to the pending attack. He promises Red safe passage. After Red refuses, Azir attempts to escape on his own, but is recaptured sans one eyeball.

- The Parthian Navy attacks the Caliphate blockade of Parthis under cover of a heavy snow storm. The party, along with an elite squad of Dragoons, lands in assault boats near The Curtain, the primary defensive gateway in and out of the harbor. After a battle, the party secures the Curtain and opens it to allow the Parthian Navy access to the Harbor.

- The Party heads to Feriman’s Fortress, a small strategic island in the middle of the Parthian Harbor with the intent of wresting control from the Caliphate to give the Navy a strategic advantage. Upon landing, they encounter several large mechanical spider sentries. After destroying one, they barely escaped the second and entered an overlooked storm drain entrance into the fortress basement.

Session 14: Ferriman’s Fortress

- The Party entered the basement of the fortress through the previously sealed tunnel. After disarming a sonic trap statue with a silence spell (and gumming up its trumpet with a bedroll), the party scouted the basement level and discovered two prisoners in cells as well as Caliphate avatar guards and some lizard hounds. Tiberius scouted the main level of the fortress and discovered heavy numbers of troops, including some never before seen mechanical troops, some man sized with long hooked claws (“Lictors”) and some that were lumbering and monstrous in size.

- The party sprung an ambush on the avatars guarding the stairs to the main floor, but one escaped and brought reinforcements from the main floor. Soon, the party was in a tough battle against avatars, lizards and Lictors. After the battle, they released the two prisoners. One was a priest of Lannados named Dylar Provast (Tony). The other was a member of the Parthian High Council who had been imprisoned by the Caliphate for refusing to submit to their demands. The party told the Councilman to stay put and promised to come back for him once they had cleared the upper floors.

A third door on the floor revealed an office where the party found a note from Narood, the Caliphate envoy from the Consent/Wight’s Rook session. He indicated that he was sending the Councilman to “The Admiral” as a prisoner, but also indicated that…even for a Parthian, something seemed “off” about the man.

- The party bypassed the ground floor and headed up the stairs to the roof where they found the Admiral attempting to escape behind a wall of troops. After battling several troops, including one of the Behemoth bomb-throwers, the party chased the Admiral down to the beach below the fortress. By the time they got there, he had taken off in a strange mechanized “boat” towards the entrance of the bay. Red took off flying after him while the rest of the party piled into a second mechanical boat to give chase. Red landed on the back of the Admiral’s boat and began throwing bombs just as a gigantic sea creature resembling a Hagfish breached out of the water ahead of them right near The Curtain. The Hagfish began lobbing giant napalm ordinance shots at the Parthian ships, now trapped inside the bay. Red was forced to let go of the Admiral’s vessel as it began to slip beneath the waves, heading right towards the Hagfish. Red joined back up with the rest of the party as their craft slipped below the waves in pursuit.

Session 15: ????

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Session 13: The Professor
Or - The Inception Session

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Coming soon

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Session 12: Hail to the...King?
Vindra gets a country

21784_fantasy_fantasy_scenery_burning_castle.jpgSummary coming soon ;)

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Session 10 & 11 - Tomb of the Giants
Or - The Shadow of Genocide

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- The party descended into the catacombs below Icehold. The architecture of the entire structure indicated that it was built by and for the giants that called Icehold home prior to its occupation by its current Vishmael occupants. The first floor consisted of a great hall containing a massive memorial statue honoring an ancient giant king.

- Beyond the great hall, the party discovered a smaller chamber with stone mosaics on the walls. The mosaics told the story of the giant king finding a powerful pyramid shaped stone, which granted him power and helped him build Icehold. The next scene showed the giants prospering in Icehold. Next was the Vishmael sacking of the city and the death of the King. The final mosaic showed the king being buried with the pyramid. The center of the chamber contained a giant hole into a dark abyss.

- Climbing down a rope into the hole, the party landed on top of a massive pile of giant bones of varying sizes. The chamber was large enough that the party could not see the sides of the chamber with their torches, but they could hear weeping coming from the darkness. They guessed that the bones were likely the end result of a genocide committed by the Vishmael when they sacked the city and killed all of the giants, tossing their bodies down into this hole. In the distance, the party heard the faint sound of picks and hammers and a faint light. Upon closer inspection, they discovered a crew of animated skeletons on scaffolding near a tunnel entrance, slowly using the bones from the center of the chamber to tile the chamber’s outer walls. The skeletons stopped working and stared at them as they passed, but did not otherwise interfere.

- Next the party entered a burial vault. Although there was a sarcophagus for the Giant King, there was no body inside. There were, however, several trapped chests, including a mimic, which proceeded to wander down the hall with Red Daffel stuck to its maw until the party burned it down. The party found several treasures, including a wand shaped out of a giant’s finger bone and a staff with three female heads carved out of bone.

- The party next proceeded down another tunnel which lead to a small dock at the edge of an underground lake. Here, they met Gaywin, a bard who had been teleported into the tomb after upsetting a powerful wizard. He was engaged in conversation with a hooded ferryman. The group convinced the ferryman to take them across the lake, but the ferryman refused to tell them the cost until they had departed. Once they embarked, the dark water changed to an ethereal abyss of twisting spirits beneath the boat. Closer inspection of the ferryman revealed that he was a massive hunched skeletal bird with a long neck. He told the party that his people had once ruled the northern peaks, but had been enslaved and/or killed by the Giants. He told the party that the Necromancer, a powerful Giant mage, had taken up residence in these tombs, and had enslaved the ferryman by using one of his feathers as his phylactery. He requested that the party locate it and bring it back to him so he could be released from his eternal servitude.

- Upon reaching the far bank of the “lake”, the party found themselves in a natural cavern with icy permafrost walls. They were quickly spotted by a floating sentry “eyeball” and chased it further down into the tunnels to find a small series of rooms dug into the cavern. Here, they discovered a laboratory/library full of research notes into anatomy and necromantic magic. They also located the phylactery. A journal in a room used by workers indicated that the Necromancer was a trusted adviser of the Giant King who had retreated into the crypts below to preserve the King’s body and discover a way to revive him. Unfortunately, the Necromancer was sealed in by the Vishmael and was forced to turn to necromancy to keep his work going since his men would die anyway. The journal indicated that the Necromancer was keeping the King’s body preserved in a deeper cavern, waiting for a chance to escape before reviving him.

- The party entered the main cavern housing the King’s body and defeated the Necromancer and his skeletal guards (who attacked them on sight). Near defeat, the necromancer begged the party to let him finish his work and restore the King to lead the Giants. The party refused and killed the Necromancer. They took the pyramid and the King’s Crown from his body and left it there in the caverns.

- Upon returning to the ferry, they gave the ferryman his feather. He thanked them, then turned into a pile of dust. The abyss of souls surrounding the boat disappeared and the party found themselves sitting on a rotted boat in the middle of a dry chamber.

- Upon finding their way out of the crypts and back into the Vishmael palace’s basement, the party discovered several dead Vishmael guards. Outside the throne room, they found a group of monstrous humanoid mercenaries lead by the same creature that attacked them outside the forest ruins (see episode 2-3). He told them he had been sent by Duke Moorfell to collect the two pyramids from them and offered them safe passage if they turned them over. He also demonstrated that he had captured the Vishmael queen and would order her executed if they failed to comply.

(cue cliffhanger)

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Session 9 - Icehold
Or - The Korgblaster

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Highlights:

- The party hires a ranger to take them on a faster route to Icehold (having missed the merchant caravan) through a system of caves in the mountains. The party discovers a nest of crystal spiders whose eggs are highly prized and valuable. During the attempt to steal eggs from the nest, they are attacked and defeat a large mother spider.

- The party speaks to the Jarl of Icehold, an assistant to the King, who states that Icehold will aid Duke Agnor in the Amarian civil war only after the party deals with the threat posed by tribes of Hill Giants that have recently been threatening the city. He also agrees to let the party search for the next pyramid in the catacombs beneath Icehold after they deal with the giants.

- In town, the party stumbles across the disgruntled owner of a failed brewery who is willing to sell his holdings at a steep discount due to his lack of ability/patience to deal with the “fuuuuuckin’ orcs” that have disrupted his supply of hops. Seeing a golden opportunity, the party agrees to purchase the delapataded brewery. Leaving Korg in charge of fixing up the property, the rest of the party quickly deals with the orc threat and establishes a hold on a hops farm, thereby securing their supply line for their new venture. Korg decides to stay on at the brewery while the party carries on with their other business.

-Party investigates several giant villages and discovers that, in an act of desperation in the face of aggression by the Vishmael, the giant shamans have summoned demonic forces to “aid” them in their struggle and have allowed their bodies to become host to skinchangers. These skinchangers have turned on the giants and have begun slaughtering them. The party agrees to help the giants and runs to the other villages to warn them of the danger and gathers the giant tribes together in the process. The giants tell the party that Icehold used to be their city before the Vishmael took it from the, and that an ancient relic lies within the Giants’ catacombs beneath the city that can stop the skinchangers. The party agrees to search for the relic to help the giants stop the skinchangers. Greatful for the party’s assistance, the giants agree not to attack Icehold.

- Having secured the giants’ promise not to attack Icehold, the Party reaches Icehold and discovers that the King has died and the Queen has been secretly ruling in his name. She agrees to honor the Jarl’s promise to send troops to aid Duke Agnor. She also agrees to allow the party to descend into the city’s ancient catacombs to search for the relic they seek…

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