Shattered Star

The Cupcake

The group moved back around to the front of the house, where Wagnard used his Gloves of Reconnaissance to peer through the walls, spotting an entry hall, where two mechanical figures stood sentry next to a door, with a mechanical eye with wings peering overtop it. He also spotted a dining room where two clay figures guarded the doorway. They decided to to through the entrance, where the two mechanical sentries came to life and attacked them. They dismantled them, but noticed the mechanical eye didn't move. Closer inspection revealed it was  the preserved corpse of an arbiter – an inevitable outsider. Wagnard peered into the next room, which appeared to be a parlor, with many decorations on the walls. They went through the room, when Lyra noticed a small bone carving that was no longer on the wall. It revealed itself and attacked. After killing it, they moved into a room with walls of glass. In the middle sat a chair with a desk in front of it. The desk had an arm on it that would begin writing whenever anyone in the room spoke. Pages had been recently removed from the stack but, after Perfide did a rubbing of the paper on the stack, he uncovered the monologues of a person named "Kanya," who described that while she loved Berkanin, she was simultaneously jealous of and attracted to someone named Herifax. They continued down the hallway, which led into an open kitchen. The kitchen was adorned with many automated limbs that animated and awaited instructions. While Perfide scouted onward, Wagnard ordered a sandwich, while Terrik ordered a milkshake. The limbs abided and made their food. Wagnard suggested Lyra order something and she requested a cupcake. As the appliances were working, Perfide accidentally triggered a trap which made the oven explode. Perfide dodged the blast entirely, while Wagnard and Terrik avoided some of the flames – Lyra took it full force and fell to the ground dead. In a last attempt at servitude, the kitchen had managed to produce Lyra's cupcake and it dropped unceremoneously onto her corpse. Wagnard pocketed the cupcake for Lyra to enjoy later and they worked out a plan to revive her. Wagnard and Terrik were to take her back to the temple of Calistria while Perfide stayed in the shadows to observe the house. Gav led them back to the temple where he used his contacts to secure a resurrection for Lyra at a discounted rate. While doing that, Wagnard spotted a harpy that marched down the stairway to the second floor and made a pass around the ground floor, before moving back upstairs in frustration. When they returned, Wagnard advised them of what he saw. Wagnard also produced Lyra's cupcake to her, which had been imbued from magic from the final moments of the magical contraptions. As she ate it, she received a flood of information both ancient and recent into her mind (giving her bonuses to Knowledge (history) and Knowledge (local). They moved upstairs to the next floor. One door led to a small shrine, devoted to Brigh, the goddess of inventors and constructs. Another room appeared to have been turned into the harpy's den, with a hastily constructed nest and piles of droppings all over. Searching the room, they uncovered a journal in scrawling Common. The journal belonged to Herifax, who was apparently the harpy Perfide had spotted earlier, and described her affections for Kanya, who she had hoped to become "nest mates" with. The PCs also explored a small office, where a mirror was magically linked to the eyes that peered down the stone tunnel leading up to the manor. Further, a covered walkway led up to the next level on the opposite tower. As they crossed, Herifax sprung from her hiding position and took to the air, attacking. The group returned fire and as Herifax called out for Kanya and the door to the adjoining tower opened, Wagnard launched a stinking cloud, which kept Kanya at bay. The group kept up the fight against Herfiax with flying summons and ranged attacks. When they downed Herifax, she let out a wild shriek. Perfide, who had reached Kanya, saw her drop to the group in anguish, and he offered to spare Herifax if she surrendered. They brought Herfiax back to the tower, where she was revived, and the two had a touching reunion. They agreed to leave, and they flew off into the city, with Herifax carrying Kanya in her arms. 
 

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Kaer Maga

The group proceeded into Kaer Maga, where they were plagued with numerous children offering their guiding services (also while attempting to pickpocket them). One such kid hails them as Pathfinders and introduced himself as Gav Nahli. The PCs asked Gav where they might find more information on something powerful and magical. Gav's initial thoughts were to investigate the Therassic Spire and the group of troll oracles known as the Augurs, but quickly dismisses those prospects, as the Spire has been locked up for days, and the Augurs are currently on strike. Wagnard asked how long the Spire has been shut (wanting to seek out additional spells for his spellbook) and Gav advised it's been closed off for several days. At Gav's urging, he led them to an inn called The Sorry Excuse in Hospice district, where they met a troll augur named Vargun. She explained that the Augurs were currently on strike due to a rising conflict with the Ardoc family of the Bis district. A member of the Ardoc family named Berkanin had kidnapped Vargun's brother Augustille, with the intent of experimenting on him. City politics prevented either party from intervening directly, so Vargun made an offer to the group to rescure Augustille and, in return, she would assist them in obtaining whatever knowledge they required. They agreed and talked with Vargun more, getting information on some areas of the city before departing. Determined, the group had Gav lead them to the Spire. As they made their way through the town, the diversity of the townsfolk became immediately apparent. Of particular note was the significant number of undead servants used by the townsfolk, making it difficult for Perfide to surpress an urge to eradicate them all and also instilling a sense of injustice in Terrik. They were able to make their way to the Spire, and found the doors were indeed locked. Wagnard used his magical abilities to peer into the doorway, but saw no one hiding behind the locked doors. They waited to see if Wagnard could find another aspiring magic user to trade spells with, but had no luck. Wagnard asked Gav if there were any other places where he could find spells, and Gav directed him towards the Downmarket. Perfide accompanied Wagnard to the markets. Terrik, meanwhile, was more interested in the area of town specializing in the creation of undead. Gav led Terrik and Lyra through the colorful Oriat district to Ankar-Te, where undead could be purchased as servants or to satisfy more carnal desires. After the tour, Gav led them back towards The Meeting Post to wait for Perfide and Wagnard. Meanwhile, Wagnard sought out the most powerful wizard he could find, and asked if he would be able to procure a spell of Disable Construct. The offer immediately sent the wizard into a panic, holding his hands up and revealing two hands that were missing knuckles of their index and pinky fingers. He claimed to have no knowledge of such a spell and seemed particularly frightened to even discuss it. Wagnard asked about procuring other spells, which he was willing to do. After getting the spells, they also met up at The Meeting Post. Gav began to show them several establishments in the Hospice district, and they decided on a nondescript establishment called the Green Dragon. After settling in for the night, Lyra and Terrik snuck out to explore the town. Lyra made her way to The Strapping Lad, a brothel catering exclusively to males. She entered and watched an elaborate display of bondage and suspension. Terrik returned to The White Lady in the Ankar-Te district, where one could arrange for a night with those of the undead. He selected three women in various stages of decomposition and infected them with his Vivification Virus, under the guise of taking the three undead to bed. Afterwards, Lyra and Terrik returned to the inn. The following morning, the group set out for the Bis district, led by Gav. As they walked the streets with Robo in tow, they received several offers to do enhancements to him, but they refused. Gav led them to the hanging balcony where Berkanin's manor resided, assuring them he'd stay down below. There was a stairway carved into the stone walls of the city leading up, and a mechanical lift with the platform at ground level. The PCs decided to use the lift and, as they approached, Perfide spotted a tiny, clockwork dragon that shrieked and flew up to the balcony. The group boarded the platform and raised the lift to the manor level, which contained a large house and a courtyard, covered in plantlife. As they got off, two large plant creatures arose and attacked them. After killing them, they explored more of the courtyard and found another strange hanging creature in a shed of trash, which they were also able to defeat. Continuing their search led them around the side of the house to what appeared to be a large alchemical scrap heap. As they approached, a mechanical golem burst out of the pile and attacked them. After dismantling it (and storing it away in Terrik's Bag of Holding with the intent to give it to Morgamer Pug) they searched the scrap pile. 

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips: h4. 1. Invite your players Invite them with either their email address or their Obsidian Portal username. h4. 2. Edit your home page Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you're serious and not just playing with the system. h4. 3. Choose a theme If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image. h4. 4. Create some NPCs Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign. A quick tip: The "+" icon in the top right of every section is how to add a new item, whether it's a new character or adventure log post, or anything else. h4. 5. Write your first Adventure Log post The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light "story so far" post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night's adventures. One final tip: Don't stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you're using Obsidian Portal exactly as it was designed, even if your adventure log isn't always up to date or your characters don't all have portrait pictures. That's it! The rest is up to your and your players.

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The Dhampir

Following the incubus' defeat, they continued exploring the hallway. Perfide spotted a well-hidden pit trap and advised everyone how to avoid it. Further on, they find a row of marble pillars, each carved to resemble a beautiful woman, although one pillar was missing a head. Thinking back to the statues they fought before, they prepared for battle. Unlike the statues before, however, three of the statues heads detached and climbed down to fight the group. They were able to kill the scuttling heads and moved onward. When opening these double doors, they are met by a shirtless Dhampir, standing at the ready. He called out, "Greetings friends or foes," with an otherworldly calm, "Which be you? I'll let you past if you be the former, but fear I must prevent your passage if you be the latter. Would you speak the pass phrase for me?" They attempt to talk their way through, but the Dhampir sighed, saying "Then I have no choice but to stop you." The Dhampir then became invisible and started casting buff spells off to the side. As he was building himself up, everyone else readied prepared actions against him. When the Dhampir reappeared, their readied barrage killed him. The PCs went through this room, which wound back around to another small beach overlooking a small underground lake. Dozens of tiny colored motes of light flit and danced in the air, illuminating a vast cathedral-like cavern. To the east, the water cascaded down to a lower level. An artificial island stood at the center of the lake, and on the island stood an immense glass statue of a beautiful woman. Two seven-foot-long mounds of sand also broke the smooth contours of the beach, each bearing a long, oval shield atop it. Satisfied there, the group retreated to the bedchambers and rested. Feeling refreshed, the party went to the painting and all (except for Robo) kissed the statue, and were teleported to a stone platform overlooking an underground lake, an enormous watery cavern, whose walls were covered by phosphorescent lichen providing modest, yet eerie illumination. There were three rowboats tied to stone posts on the dock, while a carving of a leering demon, extending a hand in greeting, decorated the platform's northern wall, with the Thassilonian word "Farewell," carved into the stone. They could make out another platform some distance away with a large red panel on it. The group boarded two of the boats and began rowing towards it. Midway through the lake, they spotted movement below the water, and were attacked by a group of swimming undead, attempting to turn the boats over. The PCs managed to kill them and keep rowing. When they reached the panel, they saw this, too, had numerous scenes depicting the same woman as before, this time on a throne as numerous strange monsters bowed before her: giants, dragons, sea monsters, and more. Pressing the center button (depicting Runelord Sorshen dominating a giant) caused the panel to glow with Thassilonian writing along the upper edge, reading "And so do the mighty Architects serve eternal!" as it swung open. The panel led them to a massive hallway, where a female cave giant sat on a large throne. She identified herself as Sorshen and demanded they prostrate themselves before her, or she would have her pet lizards kill them. The PCs attacked her instead and killed her and her lizards. Searching the area, they found several chests filled with the bones and organs of past meals (and a few gems), while Perfide found a platinum plate bolted to the back of the throne, which read "A gift for my Mistress Sorshen from her humble servant Ayandamalha, dedicated this celebrated day, the 25th anniversary of her ascension to rulership in Eurythnia. Present – Runelord Sorshen, Ayandamahla and her daughters Ashamintallu and Erixadallax, Lord & Lady of the Burning Bright, the Sisters of Charming & Delectation, and the Baron of Calamities, along with all slaves, servants, and supplicants in this, the Lady's Light. May she reign unchallenged forever." Finding nothing else, the group got back into the boats and continued rowing down the channel. Further, numerous ledges began to line the walls to either  side of the lake. Some of the ledges contained manacled humanoid bodies, in advanced stages of decomposition. Two large bat-like creatures lurked in this area and attacked the group. After defeating them, they continued into an even larger area, where a magical compulsion hit the group, attempting to convince them to strip down to nothing and swim to shore – an urge they were all able to resist. Perfide also spotted something swimming under the water – something big, and urged them all to row faster to shore. They reached the shore of the cave, and saw two separate tunnels. Screams were coming from one of the tunnels and they rushed to investigate. Here, they saw a sea hag with numerous tiny gremlin-like creatures with crab claws. The hag was torturing a woman, who now appeared unconscious. She was naked, save for a tattered slip, and bound, hand and foot, to a stone slab. The hag introduced herself as Daefu and began ranting about how happy she was to serve Sorshen, because Sorshen brought her new things to torture. The group slew her and the gremlins and rushed to heal the woman. 

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The Labs

Continuing up, they soon saw that the water was actually flowing down from an oval platform to the south that formed a small balcony over the river. On the platform, a churning cascade of water poured from a circular hole in the highest part of the wall. A metal grate covered the hole, with glowing runes surrounding the hole's rim. A twelve-foot-tall stone statue of a beautiful woman stood before the hole. The party climbed onto the platform and deduced the water was pouring from a fixed portal to the Plane of Water. Closer examination of the statue revealed it was hollow, emanating magic, and filled with water. Wagnard hypothesized the statue contained elementals set to guard the portal, and recommended not to tamper with it. The group agreed and got back in the boats when Perfide spotted an underwater tunnel leading to the south. They cast preparatory spells on Perfide so he can scout it out, which led to a small room with a well, and four doors. He was also able to figure out that the well dispelled magical effects. He returned with this information, and the group swam up the tunnel to arrive back at the well. The northern door revealed an enchantment lab of sorts, containing a Thassilonian text called Dreams and Desires. The western door opened to a domed chamber, dominated by a complex design painted on the floor, surrounded by broken furniture. Wagnard spots a large black tome against the far wall and, when they move to retrieve it, the partial conjuration spell triggers and finishes summoning a fiendish seugathi. They begin combat, but as the seugathi's mental influence starts to affect the party, Wagnard fires a spell that hits Perfide instead, knocking him out. With Perfide out of the fight, Terrik pulled his body out of the room as Lyra stone shaped a barrier over the door to prevent it following them. The seugathi could be heard hammering against the stone, but it seemed to hold. They retreated to the enchantment lab to rest for the night. When they wake the next day, they retracted the stone and fought the seugathi, killing it. Following that, they opted to explore the western room, which proved to be an alchemy lab. Stone counters lined the walls cluttered with beakers and jars, and a particularly large urn sat on the centermost countertop. Detecting numerous magical auras from the jars, Wagnard stepped in and grabbed all the magic he could find to bring them to Terrik for alchemical examination. When Wagnard brought them over to Terrik, he immediately saw that three of the jars Wagnard was holding contained highly volatile explosive ingredients. Terrik was able to gingerly pick up two of the jars and set them on the counter, but when he reached for the third, his fingers slipped and the jar fell. Perfide made a jump to try and catch it, but only managed to swat it down to the ground even harder, triggering the jar to explode, along with the two sitting on the counter. The ensuing explosion damaged everyone and tipped over the large urn, which contained two gray oozes, and released them on the PCs. They managed to defeat the oozes and continue. The southern door led through a lecture hall of sorts, then through an opulent bedchamber, and connected to a hall with five doors to a side, and a set of double doors at the end. Nine of the doors read in Thassilonian: "Thou wouldst enter? Then thou must touch!," which would open to magically preserved, comfortable bedchambers. A tenth door read "Thou wouldst enter to enjoy the company of the Runelord of Lust herself? Then thou must touch!" and was also caked in ice. Perfide was able to spot the magical trap on the door and disable it, showing nothing but bare stone behind the door. The party opened the double doors, leading into a large, white, octagonal chamber, which was dreadfully hot. A strange gray flame danced in a central firepit on a raised platform in the center of the room. One section of the room's wall was gray, with an unlit torch resting in a sconce. Perfide grabbed the torch to light the gray flame with, but when he stepped on the platform, four shrieking spherical creatures, made mostly of mouth, burst forth from the gray flame and attacked. They killed the creatures, lit the torch with the gray flame and, when Perfide placed the torch in the sconce, the wall swung open, revealling a flight of stairs. The long stairway of polished stone steps descended to a ten-foot-square landing with no apparent way onward. The wall opposite the final step depicted a beautiful woman, arms outstretched as if to welcome one into an embrace, lips twisted in a faintly cruel smile. A phrase in Thasillonian read over the painting "Prostrate thyself and demonstrate proper devotion, my sweet slave, if you wish to enter my domain." They deduce from the wear at the painting's feet, that one needed to kiss the painting's feet in order to trigger its activation. They left it alone and opened the other set of double doors in the room. As they opened it, they saw a winged demon patrolling. They quickly shut the door, barred it, and prepared themselves for battle before reopening it and charging in. Lyra identified it as an incubus, which they were then able to kill. 

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The Descent

After resting, the group spoke with the troglodytes about possible ways to enter the Lady of Light. Morogg told them about the tunnel at the end of their caverns, the tunnel occupied by the boggards, and a third tunnel connected to the home of a large many-headed monster, which Ugglio had begun worshipping long ago. They opted to follow the tunnel at the end of the troglodyte caverns towards the entrance to the Lady of Light. The tunnel eventually brought them to a large cavern in the middle of a four-way intersection, completely covered in webbing and crawling with a countless number of small white insects. Among these were three large enough to pose a threat, and they attacked the PCs. Upon defeating them, they investigated the monument at the center of the cave. Constructed of black basalt, the top portion had broken away, revealing what appeared to be a hollow space in the shape of a female form. Lyra examined the magical properties and shape of the statue and concluded a binding spell had once been in place, holding a succubus there. Ignoring the other tunnels, the party moved towards the entrance to the Lady of Light. They arrived at a cave of worked stone, with walls of blue-veined white marble. The ceiling was supported by columns masterfully sculpted to depict voluptuous warrior women wielding two-headed guisarmes. At the center of the room was a ten-foot square shaft, leading down into darkness. As they approached, four of the columns sprang to life and attacked the party. After defeating them, Wagnard and Lyra detected strong magic coming from the shaft, producing darkness, and preventing sound from traveling. Lyra attempted to purge the darkness, but her daylight had no effect, indicating a powerful magic in place. They all jumped into the shaft and floated down gently into the dungeon below. The PCs floated down into a grand hall of polished gray marble, twenty-five feet high, and supported by ornate carvings. In the north wall of the hall, there sat a ten-foot-square platform in a wide alcove, where a white marble sarcophagus lay. They checked the sarcophagus lid, which had been painted with a beautiful dark-haired, lithe woman sleeping with arms crossed over her chest. Wagnard identified the depiction as that of the Thassilonian Runelord Sorshen. They were able to move the heavy lid off the sarcophagus, where there lay a perfectly preserved body matching the one on the lid, covered in splendid jewelry. Wagnard and Lyra immediately detected an overwhelming magical aura coming from the body, signaling Perfide to check it for traps. He was indeed able to locate a powerful magical trap, and disarm it. They grabbed the jewelry off the body and replaced the sarcophagus lid. The examined the eastern hallway, which ended at an immense panel of reddish metal, depicting dozens of scenes carved into individual one-foot-square frames. These scenes all chronicled Runelord Sorshen engaging in magical incantations with winged creatures. They examine the panels, but leave them alone and go down the western hall, which opened into a subterranean river, flowing slowly to the east. They could barely make out the lip of a beach around the western corner, with boats tied off. Wagnard used his dimensional slide ability to grab one of the boats, and the party secured them both and they slowly traversed west, against the current. 

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The Lady of Light

After divining their next objective, Sheila tells the party she'll check her contacts for anything to help the group get there quicker. As the party members go about their business, Sheila assembles them again, to tell them she's secured passage for them about a trading vessel called the Wanton Ways, captained by Yarnelle Fessender. Sheila gives them a note, securing their passage, and they make for the ship, when prepared. Once aboard, Captain Fessender advised they'll reach the drop off point tomorrow. The day goes by without incident, although the PCs note the task master and his brother seem particularly brutal and cruel. During the night, as Terrik watches the water, he hears a commotion and rouses Wagnard and Perfide, who were nearby. They rush for the noise, which turned out to be a rogueish woman, trying to push the bleeding corpse of the taskmaster's brother overboard. They draw weapons but she urges them to stop, introducing herself as Dialla Marteme. Dialla claims she was on the boat only to kill that man, Chebby Sewel, in revenge for the murder of her niece in Kaer Maga. If they agreed to play along with the ruse, she would give them her magical dagger and ring. They felt good about the exchange and helped Dialla with the ruse. They loaded Chebby's body into one of the rowboats and cut it loose. Dialla used her hat of disguise to assume Chebby's form, and the rest of the journey continued with no one else the wiser. As the ship docked to let the party off, they asked about being picked back up. Captain Fessender advised she would be coming back around this way in 26 days, and for a 100gp deposit, would stop to pick them up if they set up a signal fire. Disembarking, the group started making their way towards the monument at the southern edge of the land. As they marched, they caught sight of a mossy wooden shack at the center of a small island. A plume of smoke wafted up from the chimney so they decided to approach and see what information they could get. As they got closer, they could see the island decorated with bleached skulls on spikes to ward off visitors. They continued and a hunched half-orc woman opened her door, demanding to know what they wanted. Lyra asked to speak about the surrounding area, to which the witch said she'd be willing to discuss if they would do a favor for her – collecting some kelpie's hair seaweed from an abandoned ship nearby. They agreed and followed her instructions towards the wreck (she yelled in passing the boat may be haunted). Several skeletons were indeed inhabiting the ship, but proved no match for the PCs. They collected the kelp and returned to the witch's home. She introduced herself as Maroux and invited them to eat a dinner of horrid stew. Maroux described the state of the area, which has been the center of an ongoing turf war between a band of troglodytes and a band of boggards. She went on to say how the two tribes were evenly matched until a few months ago when a  troop of women knights arrived in the area. The leader of the knights, Oriana, also met with Maroux and discussed her plans to infiltrate the Lady of Light to search for possible treasure that would aid them in their plans to retake Korvosa. Maroux laughed at the prospect, but advised her of the area, all the same. Oriana and the knights managed to secure an alliance with the boggards in order to use their tunnels as an entrance into the Lady. Then, ten days ago, Oriana returned saying she'd found none other than the Runelord of Lust, who had recruited Oriana and the knights to reclaim her lands and rebuild her kingdom. Maroux hypothesized that Oriana was either lying, going crazy, or ran into someone masquerading as the Runelord of Lust and tricked Oriana. The PCs asked for a layout of the area, which Maroux was happy to do. Weighing the options, the party decided to try the route of the troglodytes. When they approached the troglodyte caverns, they were attacked by the outside guards, which they managed to defeat. As they snuck in to investigate, they found there were a great many of them suffering from the advanced stages of disease, and most were in no shape to defend themselves. Sneaking further, they overheard several troglodytes that were arguing about leaving the tribe due to the recent change in leadership. The party approached peacefully, but two of the troglodytes attacked. They killed the attackers and the other two surrendered, asking if they really would be merciful. The PCs assured them it would be okay, and the two troglodytes, Morogg and Skuck, told them how recently a deranged troglodyte named Ugglio had taken control and was turning the tribe towards bloodshed and sacrfiice. They told the troglodytes they would overthrow Ugglio's rule, which they were pleased to hear. They said where to find him, and the party went ahead. They engaged Ugglio and defeated him, along with his fanatic followers and large alligator. With the opposition defeated, they set to healing the dying troglodyte and restoring the tribe to some semblance of order, securing the aid of the troglodytes in the process. 

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The Lost Captain

The group returned to where they fought the wrathspawn and followed the stairs down to the next level. At the bottom, which led to a sewer, they hear the singing of someone nearby, and deduce the language is Necril, the language of the dead. They follow the voice to a bridge leading over a dark chamber, filled with water. The walls themselves were covered with a mural, painted to resemble Magnimar. They call out to the creature and start a dialogue with what looks like a bluish-gray man, with skin stretched tight across his bones. He tells them that he was the captain of a ship, the LIza Jane, which sunk nearby, and offers to advise them of the upcoming dangers if they secure his brooch from the shipwreck and deliver it to his wife, Liza, in Magnimar. They agree and go back up to the observatory level, attempting to scout the distance to the ship. Using a previously found scroll of water breathing, the group swims out to the ship, which happened to be inhabited by reefclaws. They killed the reefclaws, secured the brooch, and returned to the ghoul, convincing him they'll deliver the brooch to Liza when they return to the surface. The ghoul told them the next area was occupied by a small group of derro, who were performing experiments. They scout out the area and are able to take up an ambush position, delivering a precision sneak attack that catches them off guard. The ensuing battle ends quickly, as a result, and the PCs begin exploring the area while the ghoul starts to eat pieces of the derro. Immediately, Wagnard is drawn to a secret door in the wall, sensing the next shard is close. They open a secret door, leading to a flight of stairs going down, with the dessicated corpse of a large spider-like creature overlooking it. They note this and opt to continue exploring the current level. It doesn't take long for the group to find a torture chamber, with a group of prisoner pens, some of which were occupied. The people, Fenster the Blight among them, were unconscious and non-responsive. They gathered up the people and followed a tunnel the ghoul pointed out, that led back up to the surface. After taking the citizens to the city guard and purchasing equipment, they try to go back down to that level the way they came, only to find the tunnel collapsed (through the use of alchemy, Terrik found), with a large, sprawling note on the ground in Terran, translating roughly to "Fuck, you. Seriously, fuck you." The group backtracks and finds their way back down the long way, where they follow the stairs down to the bottom level. Here, they open a set of double doors to find a room shining with golden light, emanating from crystals embedded in the domed ceiling. An alter shaped like a seven-pointed star sits in the center of the room – with a smaller seven-pointed shape carved into the center of this larger block of stone. Sitting in one of the star's arms was a black shard of metal. Also in the room were two of the spider-like creatures, which appeared frozen, but then quickly came to life as the group entered. The spiders attacked, but the group was able to defeat them. At that, Perfide approached and grabbed the black shard. Triumphant, they returned to Sheila, who provided the appropriate ioun stone for the shard, breaking the curse, and allowing Perfide to divine the location of the next shard, the monument known as the Lady of Light.

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The Rift Siphon

The hallways beyond were guarded by more of the waxy, bone creatures, which the PCs dispatched. Eventually, they wound up in a large room with curving corridors that were sheathed in rusty plates of iron with magical symbols throughout. As they crept through, they could hear the footfalls of pursuing creatures, which turned out to be a hell hound. They killed the hound and studied the room itself, which appeared to be designed to focus planar energies – an ancient magical item known as a Rift Siphon. Specifically, this one was focused on Hell. Wagnard and Lyra deduced a method of shutting down the rift by prying a sufficient number of plates from the corridors. As the group worked, planer energies fluctuated, which hurled another hell hound through the rift as it shut down. The killed this one, too, and decided to backtrack to the Suzerain's domain with the lemure corpses. The Suzerain revealed himself to be an imp, and asked about the status of Lord Baz, to which the group replied that he was gone. He cackled with glee, but was immediately attacked by the two imps from earlier, who had followed the group back. The PCs helped kill the two attacking imps, and continued exploring. Remembering the key, Terrik led the group back to the shut down contraption, and tried the key on it. The key fit, and Terrik was able to wind the creature and it sprung up to life, and moved close to Terrik. They tried all manner of communication, but it was non-responsive, and merely followed Terrik around, chirping occasionally. They found one door that appeared to be barricaded from the inside, and, when they attempted to open it, immediately heard crying and sobbing from the other side. They forced the door open and were met with a large, blubbering lemure devil, cowering in the corner. Lyra asked it what was wrong and the creature called itself "Stink," and cried about how the other denizens of the floor would torture and berate him. The group saw the mural of child-like drawings strewn across the room and agreed to help Stink. The Suzerain being one of the tormentors referred to, the group went back to him and told him to stop bullying Stink, which he flatly denied to do, and the group attacked. During this fight, the contraption revealed itself to be protective, and tried to keep Terrik safe. The PCs have since named the creature "Robo." The Suzerain was slain and they continued. The PCs found one area housing an underwater tower with a view of the surrounding ocean, somewhat obscured by seaweed. Despite that, a seawrecked ship lay nearby on the ocean floor in clear view. Also connected to the tower was a hallway with a stairway that seemed to lead down into the ocean, with a magical barrier preventing the hallway from flooding. Finding no other inhabitants in the area, the group returned to Stink and told him that he wouldn't be picked on anymore, and he gladly gave him all the gold and gems he had. The last section of the area led to a room with two sets of stairs that led down into dark water, with the hallway continuing on the other side. Perfide spotted figures moving in the water, and they prepared for battle. They were attacked by three creatures resembling aquatic versions of the imprisoned creature from the floor above, but were able to kill them. After the fight, the PCs retreated to the level above to rest. 

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The Suzerain of Little Erebus

Opening the door to the new level, the group was confronted with a massive, bloated larva circling a red statue. They slew the larva, and identified the statue as one in the likeness of the ancient Runelord Alaznist, holding a very real magical ranseur, which they took. The next hallway was guarded by two small elementals, which were confined the the area via a binding spell. They killed the elementals and studied the pinpoint rift leading to the elementals' native plane. As they explored one room, they were attacked by two lemure devils, which they defeated easily. Following the battle, they heard the cackling of an unseen creature, who identified himself as "The Suzerain of Little Erebus," and promised them valuable roles in his kingdom and great riches if they performed two tasks for him: rescue two lemures stolen from him, and kill the thief: Lord Baz. They agreed and left to explore further. The next area contained a destroyed alchemical laboratory, where two lemures roamed aimlessly, they lured them back to the Suzerain, who quickly decreed those were not his lemures. They killed the devils and continued to explore. In another room, they found a strange contraption resembling a three-legged, four-armed humanoid made of iron and brass. Terrik looked over the creature and did not find an activation method, but there was a keyhole in the back of it. They made note of it and left. Eventually, the PCs found an arena where two imps were commanding two vaguely humanoid figures to attack each other. The imps directed the waxy creatures towards the PCs as they approached and, after they were dispatched, the imps turned invisible and fled. Following their trail, they saw a fountain of green stone, magically producing a constant flow of water. A key made of pale green crystal lay at the bottom of the fountain, and Terrik decided to reach and retrieve the key, with no ill effect. Exploring another room led to the discovery of two more lemures, that attacked the PCs on sight. They killed them in self defense and reasoned these could have been the Suzerain's, but he didn't specify to bring them back alive. The last room in the area was controlled by a horrid creature with the head and torso of a pudgy human baby and the lower body, wings, mouth, and eyes of a fat housefly. He tries to command them to help him defeat the Suzerain, but they open fire on him instead. They engaged briefly and, after he is critically wounded, screamed "Fine! Fine. You can have this damnable laboratory!" and teleported away. 

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