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  1. - Top - End - #1
    Orc in the Playground
     
    ElfRangerGuy

    Join Date
    Mar 2013

    Default IC: The Awakening, Nara Earth Campaign 4e

    The world we will be playing in is called Nara. It is home to a variety of races and kingdoms, all of which center around a vast hole in the earth, which was created by an asteroid millenia ago. The hole is considered evil, and in general, no one ever goes near it, save for four massive towers built in the name of the four most worshiped gods of good: Pelor, Avandra, Bahamut, and Moradin. Each of these towers were built before memory to guard Nara from the crater, which no one is allowed to enter (and quite frankly, no one wants to). The religions of these four gods are widely respected by most of the populous, and each of the towers boasts three Judges. These Judges answer to no earthly beings, and travel the world to pass their verdict on those they see fit to judge in the name of their gods.

    Our adventure starts in the southeastern portion of the continent, far away from the bottomless crater...

    Your characters will be starting in the village of Mudhaven. Mudhaven is essentially a slum outside the gates of a great city, named Purea. Purea is one of the free six city-states of the Halfharthen Valley, which lies between two great rivers, the Mhun, and the Thrun. Purea is situated directly on the banks of the western river, the Mhun. These six city-states are known for their wealth and trade, as the rivers allow travel to the Southern Sea. Most races and professions are common within the Halfhearthen Valley, since these cities are hubs for the nearby trade routes.

    In past history, the six city-states of the Halfharthen Valley had lived relatively in peace, a peace strengthened by a treaty which long held the city-states together. The treaty ensured that if one city was attacked, the others would come to its aid. This treaty was essential for defense, as two great nations lie on either side of the valley, poised to snatch a rich prize. To the west, past the Mhun river, and closest to Purea, lies the Empire of the Three. To the east, over the Thrun river, lies the Kingdom of Fina.

    Within the past decade, Purea began to weaken from raids from the goblin tribes of the Usan Mountains, just north of Purea's territory. As the raids were quick and unexpected, the six cities could not send a traditional army to defend against the excursions. Believing that the goblins were being bribed by the Empire, or the Kingdom of Fina, Purea's Lord Protectorate, sent word to the Four Towers, in hopes that they would send a Judge. For some reason, no such help came. Seeing that Purea was no longer able to defend itself, the other six city-states decided to broker a new treaty. However, this treaty would only include five. Without the protection from its old allies, Purea was soon a warzone between the Empire of the Three and the Kingdom of Fina. Ten long years past and, defeated, the Kingdom of Fina withdrew its claim over Purea, leaving the city to the Empire.

    Nowadays, the occupation of the Empire is in full swing. Few people are allowed into or out of the city, thus several makeshift communities have appeared around the walls, including Mudhaven. The goblin raids have stopped, but the oppression of the occupiers has forced the city into poverty. Disease, famine, and despair are widespread. But, where such sadness exists, there is opportunity. Your characters are seizing on this opportunity. Missionaries from the great sects of the Gods have come to aid the people. Mercenaries have come to make coin fighting the remaining goblin hideouts. Performers and traders have come to exploit and weasel money out of the unfortunate. Even some naturalists have come to help with the poor harvests. You find yourself in Mudhaven…

  2. - Top - End - #2
    Orc in the Playground
     
    ElfRangerGuy

    Join Date
    Mar 2013

    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    The Dragonborn Clans north of Usan Mountains (Xevar):
    North of the Usan Mountains lie a long, thin stretch of foothills occupied by dragonborn clans. These Kord worshippers have long been a strong front, constantly in battle with the goblins from the Usan. In recent history, the region has seen relative peace, with the goblins focusing on their southern neighbors, the city-state of Puria.
    Xevar’s Background (Dragonborn Paladin):
    His clan is curious about the tentative calm of the goblins to the south, so Xevar takes it upon himself to investigate. He quickly discovers that the goblins aren't being docile at all, but they have just turned their attentions elsewhere. With the desire to prove his worth, young Xevar travels to Puria to lend his sword against the goblin onslaught.

    The ever wandering Shifters (Vorrg):
    The shifter community has long wandered the roads of Nara. Selling their wares to local communities, they travel from village to village. After they are done collecting gold for their herbs and natural remedies, they are most often no longer welcome in one place. Seen as nomads, they have fierce warriors to protect their caravans as they move about. It is not uncommon to see an individual shifter break off from the trade business and apply their adventuring experience elsewhere. Many mercenary groups would pay well for a shifter guide, shaman, druid, or warden.
    Vorrg’s Background (Wild Warden Longtooth Shifter):
    Background not given.

    The Playful Gnomes (Raz and Ella):
    While it is not known during current times where the gnomes came from, they have spread to every corner of the continent. Their numbers are few, but most communities have at least seen a gnome once in their life. Playful and energetic, these small humanoids enjoy laughter, harmless trickery (most of the time harmless), and sometimes adventure.
    Raz’s Background (Psion):
    Background not given.
    Ella’s Background (Bard):
    Background not given.

    Minotaur (Cornua):
    The minotaur’s once held vast areas of plains in the central areas of the continent. But in history past these proud beings have been conquered several times and scattered across the continent. Most take up arms as mercenaries, hard laborers, or guards, their size a valuable addition to any party. Occasional tribes of minotaur’s still exist, striving for a simple existence within plain and hill areas.
    Cornua’s Background (Warlord):
    Background not given.

    The Elves of the isle of Pesp (Hawthorn):
    Nestled in the forests of the isle of Pesp lies the newly formed elven kingdom of Nelynyth (pronounce Nelineth). In times past, the elves of Nelynyth had a great kingdom north of the Usan Mountains within what is now known as the Darkenwood. As a strange sickness plagued the once lithe forest dwellers of Darkenwood, their queen decided to flee the forest to the nearby Island of Pesp. A couple thousands of years later, the current elven generations that live in the forest of the northern part of the island are known for their ship building skills and abilities to craft fine wood work of any kind. With an ocean separating the elves from their old homeland, the strange sickness that befell the Darkenwood could not seem to pass the waters of the straights and hasn't afflicted the elves of Nelynyth in current history.
    Hawthorn’s Background (Ranger):
    Between practical jokes with his friends on the village elders and nicking elfish puddings from the local inn the young elf spent most of his time in the woods hunting game and practicing with his bow. His immature exploits earned himself the nickname of Thorn, often referred to as "The Thorn”, from the village as in general he was viewed as a real thorn in the backside. He was sent with a group of men to the mainland to trade for needed supplies but was "forgotten" on the continent. Home being a long swim away and the world to be seen he soon fell in with a group of bandits working as their scout and sneak thief grabbing bits of info and trade caravan plans. This lead Thorn and the bandits south to where the goblin raids and war meant opportunity for sell swords and swindles.

  3. - Top - End - #3
    Orc in the Playground
     
    ElfRangerGuy

    Join Date
    Mar 2013

    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Chapter 0 (The Tutorial): The Kobold Bandits

    The sound of the morning bell cut through the thick fog of Mudhaven like a butter knife, if the small slum would have had any butter available. Its residents hadn’t seen such luxuries since the Empire of Three took their sovereign city, Purea, in the past year. Nestled against the border of the once free city, temporary shacks cling to the stone walls like a child to its mother. The refugees, and other adventurers trapped in this village endure the ever present aroma of fresh dung, and unbathed denizens. A sense of despair and loss hang over the place. This morning, however, as signified by the bell, there would be an announcement from the local Empire garrison commander. This could mean jobs, almsgivings, or a possible chance to enter the nearby city.

    As the village folk shuffled their way to the center of the hovels, the stalwart soldiers watched carefully for thieves. Although their main focus was on keeping the Kingdom of Fina out of the city, their company was assigned to guard this village and maintain order until they were shipped out; a job that most of the soldiers thought was beneath them.
    Captain Thresh was under the same opinion as his men. During the war he led his company to several honorable victories against the dragonborn from the Kingdom of Fina. Now he was standing in a glorified pile of ****, wishing he had a nose plug. He grabbed a hold of Big Shirley’s ass for a moment. The ugly dwarf prostitute turned and smiled at him. Captain Thresh had a mental shrug, “better than nothing I suppose.”

    Thresh watched the villagers gather, and noted the strong looking mercenaries that had appeared. No doubt they were here because they couldn’t get into the city. Hopefully none of them would cause trouble. He cleared his throat.
    “For those of you who are experienced mercenaries,” he said, as an audible sigh from a majority of the people gathered, “we are looking for some able bodied help for a particular…problem. Those interested should meet in the soldier’s barracks in a single file line after this assembly.”

    Thresh began to walk away, and then stopped abruptly. He knew he forgot something, “also, the food shipments have been delayed for three weeks. You will have to get your handouts elsewhere. Although, as new citizens of the Empire, I assure you Empire and Senate care deeply about your wellbeing.”

    The soldier’s barracks was a simple structure. Captain Thresh sat at a wooden table across from the entrance with Big Shirley on his lap. The line of mercenaries stretched clear out the door. Mostly unimpressed by the group, Thresh picked out five able bodied adventurers that might do the trick. But in all honesty, it would be no hair off his back.
    As he dismissed the rest of the rejected people, he turned towards the five standing before him. Two gnomes, a female and male, which were unlikely good fighters, but undoubtedly had some kind of tricks up their sleeves, a hulking minotaur which looked like he had been in a couple fights before, and a shifter who Thresh didn’t really want to look at for too long. There was also a dragonborn Paladin, who, to be honest, Thresh had only chosen to get out of the village, given the dragonborn’s race and disposition towards justice.

    Captain Thresh cleared his throat, “I will be brief, as my time is rather precious. Kobold’s have been raiding our supply lines along the main road for almost a fortnight now. I’m not sure why, but the little buggers have stopped almost all shipments into the village, and quite frankly, I want my ale. I will pay you all a good bit if you could show me proof that you have taken care of the situation.”

    “My men are a little busy at the moment, so we are not able to look after the situation ourselves,” Thresh said. A loud snore came from the nearby soldier’s bunk.

    Unfazed, Thresh continued, “I’ll give you roughly three days’ time to get back here, with proof of dead kobolds, or else I will assume the little lizards have killed you. Good luck, I believe that is what I am supposed to say.”
    With that, Thresh unceremoniously left the group behind. Big Shirley was in tow, giggling in her deep dwarf laugh, as Captain Thresh picked her up swiftly and carried her out of the building.

    The group stared blankly at each other for a few moments, deciding what course of action would be best. It was decided to head down the main road, and wait to be ambushed by the little buggers. If the kobolds were being so aggressive as to attack standard soldier caravans, they would most likely take the bait of a ragtag group walking down the road.
    So the group set off down a path that of which they did not know the end.

    The party began to engage in small talk, and learned each other’s names. The two gnomes, who did not actually know each other despite the group’s belief, were Ella, the bard, and Raz, the Psion. The minotaur was a skilled warlord named Cornua Bubula, while the shifter was a Warden named Vorrg. The proud dragonborn was a Paladin named Xevar. As they walked down the road, Ella picked up a tune, enticing unwise kobolds to attack them.

    It did not take long for the first band of kobolds to attack them, but the kobolds fell like sheep to the slaughter, and the party continued down the road.

    The adventurers took notice of a strange dirt patch in the ground in front of them. Confident that it was a trap, they skirted the edges of it only to hear a shrill hiss as kobolds advanced on them quickly. Blood flew swift, as the adventurer’s cut a swath through the small band of kobolds. Celebrating their victory, the group looked around, realizing that they had lost Xevar. Searching the area, they could not find the dragonborn, but did find a note, which read, “Ambush any travelers on the path. Do this for another moon and then come back.”

    While they were reading the note, a quick whistle came from the nearby brush. The group brandished their weapons quickly, but an elf with a bow on his back revealed himself. He explained his name was Hawthorn, Thorn for short. He had watched a couple kobolds bind the dragonborn during the fight and drag him off to an unknown location. He was unsure how they did it so quickly, but suspected some type of magic was involved.

    The group agreed to bring Thorn along to help the defeat the kobolds, and share their reward, in return for Thorn helping them find Xevar and assist in any killing required.

    The party once again set off, Thorn scouting a path.

    They came upon a clearing of a stream. The ranger attempted to sneak towards the clearing, only to alert the kobolds, as one of them gave out a yell, and ran into what must have been a cave entrance at the end of the stream.
    The band soon found themselves surrounded by kobolds, and were charged upon. The kobolds fell, but proved to be trickier than their counterparts, as the adventurers struggled to clean up the last of them. An altar which prevented whoever controlled it from being attacked thwarted the adventurers, until, by sheer numbers, they overwhelmed the kobold within the altar’s area.

    The group edged closer to the mouth of the cave, peering in, but seeing nothing. Realizing possible opportunities for traps, the group found a tripwire, but accidentally set off the trap while attempting to disarm it, sending large rocks falling down in front of them. Luckily, the rocks missed their target, as the group sprung out of the way.

    As the dust settled, looking once again into the cave, the group saw nothing. They decided to inch their way in. No sooner did they step in the entrance did the cave spring to life, as wave after wave of kobolds assaulted them. The adventurers fought valiantly, felling several of the minions. They were confident they had won. Suddenly, a shrill scream echoed across the cave, as the adventurers eyes widened with fear. A goblin, with an iron tooth crudely stuck in his gum, came charging towards the party, war axe drawn, and kobolds in line. Several members fell towards the ground, bloodied, as the kobold onslaught was strengthened by this enraged berserker. Pulling in every ounce of gusto they had, the fought on. Just when hope seemed to fade, an arrowhead appeared out of Irontooth’s eye, Thorn’s bow pointed at the back of the creature’s head. With Irontooth dead, the group finished off the remaining kobolds, proving their mettle to each other, and strengthening their confidence in the assembled party.

    With the cave’s inhabitants either dead or gone, the group looked about the small cave for their dragonborn companion. Searching, they found a small treasure, and a paladin tied and gagged in the corner. The group welcomed back Xevar.
    With further inspection, on the body of the slain goblin lay an ominous letter.

    Xevar picked it up, and read aloud,“…In a couple weeks the artifact will be moved…”.

    The group stared at each other, wondering what they had just gotten themselves into.

    Your adventure begins...

  4. - Top - End - #4
    Orc in the Playground
     
    ElfRangerGuy

    Join Date
    Mar 2013

    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Chapter 1 The Burning of Mudhaven

    Thad had never liked guard duty much. He had signed up to be a soldier, not a guard in some hell hole like Mudhaven. When the forward posts had sent messages to Purea saying an impending goblin raiding party was coming, he was ecstatic, like most of the other Empire soldiers, to see some real action. The disappointment within the company was palpable when Captain Thresh ordered them to leave Mudhaven and guard the outward roads to prevent any traders from entering the city’s slums while the goblin raid was happening. In Captain Thresh’s words it would be a shame to let all those goods go to waste, and the refugee’s numbers within Mudhaven were becoming too great for the Empire to sustain in the area.

    It didn’t make too much sense to Thad that they would be leaving the small village they were supposed to protect, knowing there was a goblin raid on the way, but who was he to question orders? These weren’t real citizens of the Empire after all, mostly refugees from the war with Fina. Even though the Empire had captured Purea, the citizens didn’t want them to be there. It was a common occurrence for guards to not come back from patrols within Mudhaven, their bodies found later in some alley with all their possessions taken. The refugees deserved what was coming.

    Standing at a crossroads well before the city, Thad looked back at the billowing smoke rising from Mudhaven. He was feeling guilty. Surely, not all of the refugees deserved this fate. He could hear the village’s screams in the distance as he stopped whatever travelers were on the road from going any further. His companions were playing some kind of dice game just off the road. Only a couple wagons were halted, their drivers waiting, bored and uninterested in the screams. Most people in this area were accustomed to the horrors of war.

    He looked up as six armed mercenaries walked down the road. It was an interesting group of adventurers, one that he recognized from Mudhaven. There were two gnomes, a minotaur, a dragonborn (to Thad’s dismay), a shifter, and an elf. This was the group that Captain Thresh had hired out to kill the kobolds. Captain Thresh didn’t think they would make it back.

    One of the gnomes approached Thad, it apparently was a woman, but Thad was smart enough not to ask. She asked him what was going on, and he explained that the goblins had come down from the mountains and raided Mudhaven, as well as several other slums on the outskirts of Purea.

    The gnome woman told him her name was Ella, and asked if they could get by. Thad thought for a moment. If he let them by, he may get in trouble. His fellow soldiers didn’t seem to care much as they continued playing their game. He could make up an excuse if they asked.

    The group continued to push the issue.

    In the end, he let them pass. It was the least he could do for abandoning the village. The adventurers might be able to help. Thad looked back towards Mudhaven once more; he had done what he could, in a small way.

    The group rushed towards the village as fast as they could run.

    By the time they got to the city, the goblins were gone, but villagers were running about, tripping over corpses of the unfortunate.

    A woman screaming ran up to them, asking for help. Her children were trapped. The group followed the woman as quickly as possible, until part of the group broke off when a shady character stopped them, asking for help with a devious theft.
    Bethe huddled under the table with her little brother, Bent. She was a big girl, nearly six years old, she reminded herself, as the house fell around them. She had to keep him safe. Bent was only four after all. Mama told her to get under the table as the fires raged around them. The hovel that they called a home was the only safe place for them as the goblins cut through the streets of Mudhaven.

    Mama had gone to the door to peek outside, when the roof fell. Bethe’s hand grasped her brother’s tightly as everything went black around them. She couldn’t see, but she heard her brother crying and felt him heaving, struggling to breathe. Somewhere outside, Mama’s screams could be heard calling for help. Bethe kept holding on.
    It seemed like ages before Bethe heard rummaging around them. Bethe couldn’t count very high, but she counted until she could count no more. She tried to whisper words of comfort to her brother after she ran out of numbers, but she felt his heaving stop. At that moment, she felt a pair of small hands reach in and grab her, sunlight and fire blinding her eyes as she was pulled out of the rubble.

    Mama grabbed her from the little gnome woman’s arms, as a strange dragonborn stood over the rubble staring silently at her brothers hand sticking out of the rubble. Mama cried as she held on her, but Bethe couldn’t cry anymore. She fell asleep, exhausted.

    Charles’ head hurt. There he was, about to score the biggest theft of his life so far, and his accomplices had betrayed him. He could’ve gotten into the barracks alone, but what if the soldier had shown back up? He needed back up. Backup that the minotaur and the elf that he recruited on the street were supposed to provide. However, all he remembered was waking up in the barracks, lump on his head, and sneaking out while the minotaur and elf stole his loot!
    As Charles’ stumbled back to his hovel, he knew one thing, the Thieves guild would not be happy.

    Through the smoke and sobbing a giant thud sounded, followed by a tremor. Again and again the quake and sound were heard. What villagers that were left in Mudhaven quickly fled away from the direction of the noise, even though the goblins had been long gone. Sensing danger, our adventurers rushed towards the small church of Pelor that the noise was emanating from, meeting each other once again.

    Stopping suddenly, just on the outskirts of the church, their eye’s widened in horror as they saw skeletal figures shambling around the church’s courtyard. Surveying their situation, the group heard another thud, and a tremor emanating from the church. No sooner than the sound occurred, several more skeletal hands reached out of the nearby graveyard and pulled themselves towards the surface. Sensing that whatever was causing the tremors and rising of the dead was inside the church, the group fought their way through the skeletons and threw open the wooden church’s door.

    Immediately the group realized this was a mistake. In the middle of the church was a pile of indiscernible bones, a horrific staff stuck in the mound of remains, with a chattering skull atop with green glowing eyes. A wave of necromantic force emanated from the staff and into the bones beneath it. At first it seemed as if nothing happened, but then the bones began to slowly come together as a small dragon. Clicking around the staff, the dragon turned its head towards the adventurers and let out a piercing roar.

    The group fought tooth and nail towards the staff, but no sooner than they felled the skeletal dragon, the remaining bones around the staff turned into another nightmare. Suddenly, the minotaur warlord lashed out at the staff, only to be shot back in a flash of green light. Try as the adventurers did, they could not touch the staff, and had to continue fighting its skeletal minions. Eventually, the other monster was killed, and the staff gave one final cackle as it turned to dust before their eyes.

    Searching the church, the party could hear cries for help underneath the back of the chapel. Finding a hidden door, the adventurers opened it cautiously. Sitting in a small room was Captain Thresh, gravely wounded, with the priest of Pelor over him.

    The priest described what happened.

    Before the goblins attacked, Captain Thresh had ordered his company to leave the village. The priest did not know why. The soldiers had left, and Big Shirley had asked the Captain to stay for just a bit longer. Before the Captain went unconscious, he told the priest, whose name was Father Chindon, that Big Shirley had stabbed him in rage before fleeing Mudhaven. The priest, had found Captain Thresh just as the goblins appeared on the horizon and dragged him into the Church’s secret compartment. They had both stayed in there during the attacks. It was true he had no love for the Captain. For months he had watched his congregation be abused by the Captain and his soldiers. During the attack, the Captain begged multiple times for the Father to heal his wounds. Father Chindon could not bring it upon himself to help such a monster. In desperation, the Captain told Father Chindon where the entrance to the goblin’s headquarters was in hopes that the Father would see he eventually planned to take care of the menace.

    Enraged that the Captain had kept such valuable information from preventing the raid, the priest begged the party to end the Captain’s life. It would save the village from an evil presence, and no one would know. The group of adventurers refused to do the deed, so in a fit of rage the priest of Pelor quickly ended the Captain’s life.

    The group was at a crossroads. The Captain had promised them a reward for helping quell the kobolds, but now the Captain was dead. Father Chindon gave the group the gold that he had gathered slowly from his congregation, in hopes that the group would not tell the authorities about his transgressions, and also in hopes that the adventurers might go after the goblin raiders. It was a small price to pay the gold of the church to end the goblin menace.

    The adventurer’s, knowing that within the goblin stronghold was an artifact of some power, asked the priest to take them to the entrance that Captain Thresh had told him about.

    Father Chindon led them to their destination.
    Last edited by firstclassmail; 2014-08-11 at 07:44 PM.

  5. - Top - End - #5
    Orc in the Playground
     
    ElfRangerGuy

    Join Date
    Mar 2013

    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Chapter 2: Durneun, The Ancient Duergar City

    The adventurers stood in an open plain, a ways off of the road from Purea. It had taken them a couple days to traverse north towards the Usan Mountains. The party was baffled as Father Chindon led them to the entrance. Searching, Hawthorn found a huge stone, engraved with runes that read, “In spring four pillars hold me up, a shining dome above the earth. In summer two pillars support me, a doorway into mystery. In autumn three pillars stand beneath me, a temple of the Bright City. In winter pillars are crumbled to dust, a ruin of ancient glory.”

    The group scratched their heads for a couple minutes, until Ella muttered, “A person?”.

    At the sound of the answer, the stone rock grated against the ground, revealing a stone ladder down into the depths. Climbing into the dark room below them, they bid farewell to Father Chindon.

    As soon as the party entered the cave, a shrill cry came from the roof as feral bats swooped down amongst them. Dispatching the bats, they looked around the room to find two doors. One doorway led across a huge chasm, with a small bridge connecting to the other side. A smaller door opened to a room full of skeletons. Xevar pushed his companions back, and drew in a deep breath, exhaling his dragonborn flame to crisp the foes. As they fell, the group entered the room to see a vast mural. The wall depicted the construction of a great underground fortress for the god Tiamat. His Duergar servants worshipped him within these halls. After a great war was lost, the Duergar turned from Tiamat in anger, and began to worship Vecna, the god of necromancy. Vecna raised their dead, and in turn for their servitude bestowed on them a gem-like artifact.

    Moving forward, the group crossed the chasm to find a great chamber filled with their goblin foes. One by one the goblins fell until the group fought towards a staircase leading down into the Duergar ruins.

    After a short rest the group descended into Durneun. As they went down, the air began to thicken with green smoke. A pungent odor filled their noses. Dodging traps and felling goblins alike, the group found a great chamber. Upon a pedestal stood the Book of Memories, telling how the Duergar thrived under Vecna’s protection, until one day, Tiamat, angered by their betrayal sent a horde of dragons to destroy the Duergar. Overtaking the city, the Duergar were slain. In a final act of defiance, Tiamat himself appeared and with his unholy breath melted the king’s throne around Vecna’s gifted artifact, sealing it for eternity.

    The group continued onward and discovered the source of the green smoke. A goblin alchemist was conducting experiments within a small room. Capturing the alchemist, the group learned that the goblins had been working for the Cult of Vecna raiding nearby settlements to distract the locals while they searched for the artifact. They had found it, and now had a means to release it on the world. As Raz ripped the goblin’s conscience from his own mind, the goblin screamed. Amongst the scrolls in the room, Cornua found a vial filled with a powerful liquid. Pouring a little out, the liquid melted the stone around the table. It was clear that this was how the goblins intended to retrieve Vecna’s artifact.

    Undeterred by the challenges ahead, the group moved further into the underground city. Fighting through the goblin’s barracks, the group found the old king’s chamber. Above the door to the chamber, a runic inscription read, “Woe to the Duergar King, for Tiamat this day has claimed his revenge. Death to those who seek to recover the Eye of Vecna.”
    As they pushed open the door to the king’s chamber, warhorns sounded, and a great battle was taking place somewhere within the city. Stepping into the room, a voice met them, “I am Khekolak. Befor the turning, I served Tiamat and fell foolishly to the Duergar. Vecna has raised me from my folly. You will be an appropriate sacrifice for my new God.” With that a skeletal dragon swooped from the rafters.

    The battle tested the adventurer’s might more than any other challenge thus far. But in the end, Vorrg removed the dragon’s skull with a mighty swing. Running to the balcony, the group could see a great battle taking place far below them in the massive throne room. Necromantic green light shone as a great goblin army fought a horde of Duergar skeletons. It seems that the Cult of Vecna and the goblins had turned on each other.

    Racing down the nearest staircase, the group found themselves before a door, a door that was being held together by a tiny, terrified goblin. Something was on the other side trying to get in. The goblin begged the group to pull the lever nearby, as he could not both hold the door and pull the lever. The pounding on the door intensified and Hawthorn ran forward and pulled the lever. On the other side of the door a large blast could be heard, and then silence. The goblin thanked you for the help, and pledged his services to you. His name was Bumpkin. Instructing Bumpkin to leave the dungeon and wait for them, the group opened the door to find a charred room, with bones and weapons littering the area.

    Room after room the adventurer’s moved forward, felling skeleton after skeleton, until finally they stood before the grand throne room.

    Throwing open the door and rushing in, the group found a dead goblin army in a vast chamber. At the end of the chamber was a throne with the Eye of Vecna encased in crystal from Tiamat’s breath. On the throne sat Father Chindon. With a grin, Chindon said, “I see you brought me the elixir to release the Eye. I’m glad you have helped me thus far, but sadly I will be needing to kill you now.”

    The group met the necromancer head on. Blow after blow, the adventurers fought. Losing the fight, out of desperation, Raz grabbed the vial from Cornua and ran towards the throne as Father Chindon was distracted fighting the others. Emptying the contents onto the crystal surrounding the eye, the Eye of Vecna fell to the floor. With a scream Father Chindon dove for the artefact, and with an angelic chorus Ella ripped him in half. As the group celebrated their victory, they heard a chuckle. Sinew by sinew, Father Chindon’s body was pulling itself back together, “the Eye is mine,” he shrieked.

    Once again the group met him in battle, and with a swing of his weapon, Cornua separated Father Chindon from the mortal coil once more. A great voice filled the room, like the cries of a thousand innocents dying, “you disappoint me Chindon.” With that there was silence.

    No sooner had the group sat down to rest, Big Shirley appeared in the throne room. With a cloak of black, and a long sword in one hand, she no longer appeared to be a harlot. Smiling she explained she was the Judge of Moradin. She had been sent by the high priest of Moradin to Purea to investigate the cult of Vecna, to find the artifact, and bring it back to the tower of Moradin, on the edge of the crater to be destroyed forever. She beseeched the adventurers to give her the eye, but before a decision was made, her eyes filled with fear.

    Hundreds of footsteps could be heard running towards the throne room. “Fly you fools,” whispered Judge Shirley. Instantly she disappeared in a puff of magic as hundreds of the Empire’s soldiers entered the chamber. Outnumbered, with no chance of winning, the group surrendered themselves. Blindfolded, they were led away.

    Days later, they awoke to find themselves in a dark, dank, jail cell, deep beneath the ground somewhere.

  6. - Top - End - #6
    Orc in the Playground
     
    ElfRangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Chapter 3: The Catacombs of Purea

    Our heroes awoke to the sound of prisoner's screams, finding themselves in the dungeons of the city-state Purea. Weeks seemed to pass, and as the last glimmer of hope slipped through their fingers, a savior came. Prince Brayflox, Protectorate of Purea, and prisoner of the Empire appeared at their cell door. He requested our heroes flee the dungeons to the Kingdom of Purea, and ask the great Dragonborn King to once more wage war against the Empire and free Purea from its grasp.

    Confused as to why the King of Fina would do such a thing, Prince Brayflox explained to the heroes that the Empire was trying to summon a demonic army of some evil god to once again wage war on the realm, with one goal in sight: total domination of the continent.

    In exchange for their freedom, the heroes must escape to Fina, secure the King's help, and do what the King asked of them. Along with their freedom, Prince Brayflox promised great rewards. With no where else to turn, the prisoners agreed.

    With their agreement, Prince Brayflox gave them each a bag of holding, with supplies in it to last four days, along with all of their former items. Prince Brayflox then waved his hand, and magically a passageway appeared in the heroes cell. The only way out of the city under the Empire's watchful eyes was through the catacombs.

    In the catacombs the heroes fought off the Empire's soldiers and discovered which evil god had allied himself to them, Lord Asmodeus. As our heroes ventured further into the catacombs, they closed portals into Asmodeus' realm meant to summon more demon troops to their world. Eventually the heroes closed all of the portals and stumbled into a great underground river that took them out of the catacombs and into the Kingdom of Fina.

  7. - Top - End - #7
    Orc in the Playground
     
    ElfRangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Chapter 4: The Crumbling of an Empire

    Weary and ragged from the catacombs, our adventurers walked east as best as they could for several days, trying to reach the capital of the Kingdom of Fina, Dragonclaw. Eventually, disturbing the local peasants with their presence, Dragonborn soldiers of the Kingdom found them. Explaining they were sent by Prince Brayflox, the Protectorate of Purea, the soldiers took them to Dragonclaw, through many fiefdoms of the King. They stayed in Lord's castles along the way, recuperating their wounds.

    One morning, escorted by the soldiers, they saw Dragonborn on the horizon. A great city in the middle of a large plateau, thriving under the protection of Lord Bahamut's guidance, the Dragonborn had created a sprawling Kingdom from which their monarchy could rule. In the center of the city was a great castle, forged from the breath of dragons, a great stone melted into a marvelous structure. Without any hesitation, the soldiers took our adventurer's to the castle, winding their way through the many streets of the city. Within hours the heroes found themselves in the great throne room of the King of Fina, King Narciar.

    Court was in session, and our heroes were next in line. Standing in the back of the courtroom, they could hear the King speaking with some of his subjects. The soldiers had left the adventures in the care of a young Dragonborn, a page to the King.

    The group of heroes was drawing peculiar stares from the Dragonborn around them, mostly highborn privileged denizens of the Kingdom. Still one group away from meeting with the King, the page turned to our heroes and whispered, "just one more moment while the king finishes up with these farmers ahead of us. Apparently there was some nasty incident with sheep. Something to do with inappropriate behavior. You may talk quietly among yourselves, but be careful to not raise your voices too high."

    With that the page waited silently facing the throne. The dribbles of politics could be heard from the front of the throne room.
    Last edited by firstclassmail; 2014-08-11 at 08:41 PM.

  8. - Top - End - #8
    Halfling in the Playground
     
    BlueWizardGirl

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    annoyed Re: IC: The Awakening, Nara Earth Campaign 4e

    Lili eyes Xevar accusingly, knowing of his fondness for sheep.

  9. - Top - End - #9
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    WolfInSheepsClothing

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Vorrg is noticeably "shifty" while inside such lavish room
    "You think this will take long?"
    To no one in particular.

  10. - Top - End - #10
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    BlackDragon

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Quietly, Xevar stands there, with his head held high, almost as if he was trying to not show any weakness to his Dragonborn brethren.

  11. - Top - End - #11
    Halfling in the Playground
     
    RangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Hawthorn stands to one side of the strange mumbling shifty shifter.. Watching the proceedings and listening for how to act and how best to be not noticed he looks closer at Xevar. Xevar should know whats going on, after all he is a giant lizard too. He decides Xevar is trying to fight down another bought of uncontrolled gas, the way he was standing so rigid and the look of utter concentration. Xevar is probably the gassiest critter hes ever met, always burping up fire and who knows what from the other end..

    Playing with the blue beard that was stubbornly perched on his chin he decides to set his own standard and tries his best to look invisible and insignificant while scanning about for anything interesting lieing about that wouldn't be missed to much, he mumbled back to Varrg, "I don't know but I hope they want to talk about more than sheep. Sure they make nice blankets and are excellent in a stew.. but lets not be getting to chummy with critters."
    Last edited by Sanguin; 2014-08-15 at 09:38 AM.

  12. - Top - End - #12
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    WhiteWizardGirl

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Being the attention seeker that she is, Ella entertains the Dragoborn who stand behind their party in line. She tells them stories in what some would describe as an overly dramatic fashion. Lost in her epic tale, Ella's voice gets louder and louder...

    ".... Without a bit of hesitation, I jumped through the hole in the floor and fell through the darkness. I tumbled through the air for what seemed like FOREVER, until I landed in water. Thank goodness for that... I would have gone SPLAT had it not been there. It was THEN that this MASSIVE crab monster thing reared its ugly head and decided that my friends and I would be dinner. You should have seen how we messed that crab up...."

  13. - Top - End - #13
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    ElfRangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Several of the dragonborn nobles seemed entertained by Ella's tale. The guards are shifting around nervously, hoping that Ella's voice doesn't become so loud that the king could hear it. As she continues with her story, the page turns to the group and motions for them to step forward. It seems that the talk about the sheep has met an amiable end, and the petitioners were now leaving the area in front of the throne.

    As the group walks towards the throne, their eyes fall upon the Dragonborn king. Upon an ornate gold throne sits a Dragonborn of truly regal stature. Although the throne itself is a magnificent sight to behold, the room is a rather bland dwelling. Blue banners emblazoned with Fina's insignia lie upon columns on either side of the room. A multitude of tall, thin windows peer out to the city below. While the King's age is showing, wrinkles clearly evident upon drooping eyelids, he sits with a straight back and royal presence. His deep blue eyes turn to each of the party members as he squints to make out each of the figures before him.

    The rest of the nobles stand about, quite taken aback by these outsiders. Listening to the stories being told by the little gnome woman, there are respectful, albeit slightly jealous glances coming from the noblemen and women.

    The page walks to the front of the group, and with a deep bow, introduces the adventurer's.

    "My Lord liege, King of Fina, Protector of the Flame Bahamut, Conqueror of the Coastal Tribes, I present to you those who escaped from the deep dungeons of Fina."

    The young dragonborn pauses briefly to catch his breath.

    "Cornua, the warlord, strong yet wise. Hawthorn, the ranger, slayer of goblin called Iron-Tooth. Ella, the bard, weaver of tales. Xevar, the paladin, bane of the undead. Lili, the psion, solver of the riddle demon. Vorrg, the warden, the fierce."

    The king holds up his scaled hands in welcome and says,"Bahamut has promised me a group worthy of Fina's legacy. Although, I find it odd only one of you is Dragonborn. I would see you all closer and have you introduce yourselves to me one by one. My old eyes aren't as keen as they used to be." He then motions for the party to come forward.
    Last edited by firstclassmail; 2014-08-17 at 09:00 PM.

  14. - Top - End - #14
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    BlueWizardGirl

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Lili nonchalantly feels around in her pocket, and steps forward.

    Spoiler: Lili Spoiler
    Show
    My precious, what's your opinion of these dragonborn?


    "I am Lili, and I know things many do not wish me to. Knowledge can be very powerful. My skills can be quite beneficial for a king such as you, and frankly it seems as that is more true than ever these days. It's hard to know who you can trust."

    Spoiler: Lili Spoiler, don't read these you scrubs
    Show
    Lili wants to scan the crowd of nobles and detect surface thoughts. Maybe point out a traitor. Would this be allowed? I don't really have a specific spell for that, I'm guessing arcana?
    [roll]1d20+13[/roll]
    Last edited by Andorien; 2014-08-17 at 09:48 PM.

  15. - Top - End - #15
    Pixie in the Playground
     
    WhiteWizardGirl

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    As Lili finishes her introduction, Ella glides forward with her Lute in hand. She displays extreme confidence...after all, this is just another performance. After a soft curtsy and bow of her head, Ella strums her opening chord.

    "Ella, the Bard, I am known through land
    For my music and stories so grand.
    My joy at this time,
    Has inspired a rhyme
    And I cannot help but sing.

    This group I present is the finest of fine,
    With honorable hearts, like mine.
    We've travelled so far,
    Through trials bizarre
    To tell you the news that they bring."


    Ella sings a few more stanzas before concluding...

    "But enough out of me,
    Let us bow down to thee.
    My lord, my ruler, my king."


    Spoiler: Diplomacy
    Show
    Roll in OOC


    Ella smiles as she brings the lute down to her side and bows deeply before the king. She's pretty satisfied with herself!
    Last edited by Lorelli; 2014-08-18 at 08:29 PM.

  16. - Top - End - #16
    Halfling in the Playground
     
    musicnerd1023's Avatar

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Cornua stops twirling his fingers through his new pink beard and swaggers up to the king and bows. But before speaking he wracks his mind for some tidbit of knowledge that may impress the king or at least gain him some respect...

    Spoiler: Knowledge (History) Check
    Show
    (1d20+9)[15]

  17. - Top - End - #17
    Pixie in the Playground
     
    BlackDragon

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    While with a straight back, Xevar takes a few steps forward and takes a bow as deeply as he can manage. After holding the bow for several seconds, he straightens upright and begins to speak.

    "My Lord, as you can tell by my shield's crest, I hail from a Dragonborn tribes from north of the great mountains. Although we are of a different god, my tribe greatly respects what you have here and all you have done for the Dragonborn race. It will be my pleasure to serve the great Kingdom of Fina."

    Spoiler: Xevar Spoiler
    Show
    Diplomacy - [roll]1d20+9
    Last edited by Grizama; 2014-08-18 at 08:12 PM.

  18. - Top - End - #18
    Halfling in the Playground
     
    RangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Hawthorn approaches the throne, none to excited for this encounter as most of the authority that he had encountered to this point in his life was leveraging its power to impede his fun. Preferring to stay on the old king's good side he makes a formal bow of his people and says,

    "Greetings your excellency. I am Hawthorn Wander and explorer of the worlds more wild places, recently fallen in with this merry band of miscreants. As you know we are here on Prince Brayflox'es behest to request your aid and to see your odd looking subjects and experience the rich culture of your most wonderful kingdom and what excitements it surely must posses. "

    As an after thought he quickly added..

    "Excepting of course this strange sheep fetish."

    Greatful that the terrible experience was over and somewhat satisfied at his eloquent speech, he makes another bow and silently scampers behind the over-sized Xevar once again attempting to be invisible..
    Last edited by Sanguin; 2014-08-19 at 09:39 AM.

  19. - Top - End - #19
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    WolfInSheepsClothing

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Realizing it's his turn to approach the throne, Vorrg introduces himself."Greetings majesty. I am Vorrg, of the longtooth shifters. I was once a simple caravan guard before I fell in with this lot. I have no tricks or songs to share with thee, only my hammer and my shield.
    Vorrg displays his armaments with arms wide on one knee. He steps back with Head tilted down as a sign of respect.

  20. - Top - End - #20
    Orc in the Playground
     
    ElfRangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Upon the completion of Ella's song the dragonborn king claps mightily, along with the rest of the nobles. He nods to his court wizard with his approval and then smiles softly.

    "I welcome you, in the name of Bahamut, to my kingdom. We have much to discuss," the king says with an old, wise voice. He motions for the noble congregation to leave the room. It takes a couple minutes for the noblemen and women, dressed in all of their finery, to leave the throneroom; all that is left is the king, his advisers, and guards.

    "I will not lie to you, for it is not our custom. We are not used to putting so much trust in outsiders, especially non dragonborn, or the dragonborn clans of the north," as he says this he gazes seriously at Xevar and continues.

    "Prince Brayflox most likely only has Purea's freedom in his interests, so I do this not for him. I am aware that he would like my Kingdom to once again wage war against the Empire. However, our Kingdom can barely patrol the borders between the Empire and our own. When we lost the war ten years ago, it was out of greed. Instead of protecting the principality of Purea, we tried to take it as our own, much like the Empire did, and for this reason Bahamut denied us our victory. He was silent to our prayers for many years, until now. Our scouts and spies have reported that you have discovered a plot with the Empire and Lord Asmodeus, the most foul. Upon this, Bahamut appeared to our high priests once more, in our great temple. He instructed that we should once again wage war against the Empire in order to cleanse this land of their foul union. Not for greed, and power, but for good."

    The king coughed several times, his age showing through his speech.

    "As I said I will not lie, we have no power to meet the Empire in the field of battle, especially with Asmodeus' armies being summoned to the field. Sadly, we must try something unconventional, something that we are not accustomed to: we must assassinate the Emperor and the Triumvirate who rule beneath him. Although, we do have a spy network within their capital city of Peloria, they are ill equipped to take down the Emperor. This is where you come in. Since you have experience with fighting Asmodeus' minions, and you have the blessing and support of Prince Brayflox, we are sending you to Peloria. Once there, you will head our network and create discord throughout the city, eventually leading to the Emporer's death. With his death the Empire will fall in on itself and expose themselves to our troops."

    The king's face becomes grave.

    "Any questions?"

    Spoiler: Lili
    Show
    Lili spoiler:
    Detect surface thoughts- As your mind detects several of the noble's surface thoughts before they leave, you sense an extreme sense of jealousy for such outsiders to be given such an honor of the king. Never before have non-dragonborn been treated as such before this. Before you can delve any deeper into the thought's of the crowd, a powerful barrier reaches your mind, and all thoughts cease around you. You meet the glare of a Dragonborn standing near the king, one of his advisers, clearly meant to protect the throne room from any kind of psychic invasion. Since you did not ascertain any pertinent information, you can tell that the adviser is some kind of psychic of great renown.

    Question to the eye- You hear nothing, as if the silence in itself is a way of Vecna mocking your lack of faith in his power.


    Spoiler: Ella's spoiler
    Show
    Ella spoiler:
    Diplomacy Roll- Your song has impressed the king more so than any of your other companions. As you finish it, the king claps his hands mightily, and with him the rest of the crowd. When he nods to his court wizard, you see the wizard mutter an incantation under his breath, and with it you feel your bag of holding become slightly heavier. +100gp for your performance!


    Spoiler: Cornua's Spoiler
    Show
    Cornua's spoiler:
    Knowledge history- You wrack your mind for something useful from the history of Fina, but you remind yourself that your specialties in history lie elsewhere.


    Spoiler: Xevar's Spoiler
    Show
    Xevar's Spoiler:
    Diplomacy- You produce your most diplomatic smile, but fail to make anyone in the throneroom consider you to be anything but a barbaric follower of Kord from the tribes to the north. At least you are a dragonborn.
    Last edited by firstclassmail; 2014-08-19 at 08:54 PM.

  21. - Top - End - #21
    Halfling in the Playground
     
    BlueWizardGirl

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Lili leans in to whisper to the party.

    "We should try to get as much supply from them as possible. Ella and I are good with words, we'll handle this. Sis, this is a rare opportunity for us, and they seem to distrust outsiders, so don't go overboard."

    Spoiler: Lili Skill Check
    Show
    Aid Another - Diplomacy (1d20+12)[23]

  22. - Top - End - #22
    Pixie in the Playground
     
    WhiteWizardGirl

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Ella has a pensive look on her face as she listens to the king's words. The task at hand is of the utmost importance, and she can only hope that they are ready for it. Dangerous as this endeavor may be, Ella puts on a half smile and faces the king.

    "My king, I speak for myself and my comrades when I say that we will carry out this task to the best of our abilities."

    She pauses a moment and bites her lip, before continuing.

    "If I may ask... Are there supplies available for us for this quest? I'm afraid to say that our supplies have dwindled in our previous encounters with the creatures of Asmodeus and other beasts lurking in the prison depths."

    Ella maintains eye contact with the king, through a "doe eyed" stare.

    Spoiler: Ella Diplomacy Roll
    Show
    (1d20+11)[24]

  23. - Top - End - #23
    Halfling in the Playground
     
    RangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Watching the old king's face as he spoke of the purposed adventure Hawthorn couldn't help but get a little excited about the idea of snooping about and causing havoc. With his interest perked he decides to try figure out if the king is being honest with his explanation of why they wont take a more direct hand and if his interests are truly only in the name of good, or perhaps these dragon born have a bit more larceny operating in them than they let on..

    Spoiler: Insight check!
    Show
    Insight check to see if they king is being upfront or if ulterior motives exist
    (1d20+5)[8]


    Once he has made up his mind about the venerable king he looks about the room in search of anything that might be of interest to a hungry wander of the lands with a bit of a sweet tooth and a habit of making off with small valuables..or even more enticing.. any signs of danger..

    Spoiler: Perception check
    Show
    [roll]1d20+12[/roll

  24. - Top - End - #24
    Halfling in the Playground
     
    RangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    messed up my perception thing..

    Spoiler: perception check..
    Show
    (1d20+12)[30]

  25. - Top - End - #25
    Orc in the Playground
     
    ElfRangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    The King chuckles at the two gnomes in front of him.

    "I don't believe that I have ever met gnomes quite like you two. I thank you and your comrades for accepting this task. There will undoubtedly be great rewards for you, besides the renown and respect from destroying Asmodeus' claim on this realm."

    The King motions for his high priest to come forward.

    "As for your supplies, fear not. The spies that we have in Peloria will provide all that you need in regards to food and shelter. I will also give you 100 gold each just in case the network is ill-equipped to provide basic necessities. You seem to already be well stocked in equipment. There will be no need for travel, as my high priest, Arch-Bishop Balvroth will be able to open a portal inside Peloria. I do not know the details of how it is done, only that it will be at a great cost to Bahamut's grip in this world. Aid after that point will not come easily. You will essentially be left alone in Peloria with the small network we have within. My other agents and knights will be working throughout my kingdom and the Empire to both strengthen our cause and weaken the Empire's resolve."

    Arch-Bishop Balvroth clears his throat, and the King nods his head slightly towards Balvroth to speak.

    Arch-Bishop Balvroth says, "Time is of the essence, my Lord. I can open the portal at any time, but there will be no portal back, at least through my assistance. If you wish it, adventurers, you can leave now, or rest one night within the castle walls."

    The King nods and slowly rises from his throne, "I am an old man, and I will leave the rest to the Arch-Bishop. If you decide to stay the night, rest well. If you decide to leave right now, may Bahamut be with you through your endeavors. Once again, I and the Kingdom of Fina will be in your debt."

    With that, the King retires to his chambers and leaves the throne room, followed by several guards. You are left alone with the Arch-Bishop, a few other advisers, and guards at the doors.

    Spoiler: Hawthorn Spoiler
    Show
    Spoiler Hawthorn
    Insight Check - You see no ill-will or falsehoods from the King's speech, or of any of his subjects.

    Perception Check - Several expensive looking trinkets are laying around the throne room. However your keen eyes are met by even more keen eyes as the guard's look at you suspiciously. You also notice that the Queen's throne is empty, and seems to have gathered a bit of dust.

  26. - Top - End - #26
    Pixie in the Playground
     
    BlackDragon

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    "Thank you, Your Exellency, for your generosity. It is greatly appreciated. We will bring a glorious victory for your kingdom and all the realm." Xevar says with a salute at attention. He turns to his party and says, "I don't know about you, but I do much better with a full nights rest. This might be the last time we can stay in such accommodations, so I suggest we leave in the morning."

  27. - Top - End - #27
    Halfling in the Playground
     
    BlueWizardGirl

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    I suppose now is not a good time to bring up my fear of portals. I was picking around in some court wizard's head one day and saw how unstable those things are. The portalers try to keep that knowledge hidden, because the truth is scary. No offense to you, Mr. Arch-Bishop.

  28. - Top - End - #28
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    WolfInSheepsClothing

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    I'm ready to go. No sense in waiting around. Like the king said, we are all already outfitted for mission.
    You'll stick your mind in just about anyone, so I'm sure you know all sorts of strange things.
    Last edited by SpecChemE; 2014-08-21 at 05:16 PM.

  29. - Top - End - #29
    Halfling in the Playground
     
    RangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Hawthorn, noticing all the watchful eyes thinks twice about securing a souvenir or two. People and apparently lizard men are so touchy about things.. Oh well.. Perhaps later..

    "A good nights rest with no need for a watch is to rare these days to pass up. I will gladly accept your hospitality for a night and hopefully a pastery or two in the morning. Thank you kind sir..."

    Hawthorn thinks to himself rubbing his growling belly that a blueberry tart and a cup of coffee is just the thing all adventures should start with..
    Last edited by Sanguin; 2014-08-25 at 09:37 PM.

  30. - Top - End - #30
    Orc in the Playground
     
    ElfRangerGuy

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    Default Re: IC: The Awakening, Nara Earth Campaign 4e

    Arch-Bishop Balvroth bows slightly and says, "It seems like most of you would like to get a good night's sleep before leaving for the Empire. Can't say I blame you. Follow me and I will show you to your quarters for the night."

    He then proceeds to lead you down many corridors and up a winding staircase to a wooden door. However, before you walk in you notice two guards standing on either side of the room. The Arch-Bishop waves you into the room and bids you a fine evening. He instructs you to meet him in the cathedral in the city first thing in the morning. The room is quaint with enough beds and bunk beds for the whole party. On a wooden table in the center is some food, and the stone walls have a couple of lit sconces. The kings' insignia hangs on a large tapestry in the back of the room over a warm fire in a hearth. The guards give you a polite nod and shut the door. You hear an audible click as you are locked in.

    You can hear the younger dragonborn guard talk to you through the door, "Just knock on the door in the morning and the guards that are here will let you out, sleep well."

    Spoiler: Spoiler for everyone
    Show
    You may now converse among yourselves before going to bed. This gives you an opportunity to share your feelings and thoughts with the group.

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