Princes of the Apocalypse

Session_20

The group continued to fight Shoalar for a bit but finally talked with him after he brought down a tidal wave on them. The Seekers got off his boat and Shoalar became much more reasonable. They decided he was not on the same side as the water cult. They listened to his story of trading with the cult to get by, traded him some gold for a health potion, and let him and Pike go down river to Womford on the Rivermaiden (with some assistance from a pair of merrow). They then brought Drosnin and the fathomer they captured to the keep and made sure the commoners were okay. Three of the commoners seem to have looted Jolliver’s belongings and left, but the others stayed behind. Everyone bedded down for the night and passed the night uneventfully. Upon waking the group found that the fathomer had escaped in water snake form, but everyone was still safe. The group then left the commoners on the pier with some gold to catch a ride down to Womford. The commoners were also given money and orders to tell the group’s contacts in Red Larch about Rivergard Keep and Sacred Stone Monastery and ask for guards to be sent. The Seekers then brought Drosnin with them as they trekked out towards Scarlet Moon Hall. They then abandoned her in the wilderness as punishment for her cult ties and her malice. The Seekers spent the next day hiking and planning a way to get Brenna into the fire cult’s good graces. They hid Nessa as a mouse in Brenna’s hood, then went into the middle of the cult campsites and began their performance. Brena produced flame and Lantian levitated her. Lantian started putting out torches, gusting bonfires for effect, and shaping the flames in Brenna’s hands for effect. She told the crowd she wanted to meet the leader of the cult and was brought up the hill towards the giant wicker man by a tall priest to meet Elizar Dryflagon. She was brought up to the edge of the courtyard, but would have to leave her companions behind with the guards if she wanted to proceed.

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Session 19

The group interrogated Bart (a reaver) and then let him go. They then woke up Drosnin and tried to get information out of her. They found out that a tunnel in the water near the docks would get them to the city of Tyar-Besil (and the water cult’s headquarters). Nessa ran outside in order to go get the key to the passage off of Jolliver’s corpse. When she got to the door, she found that they were surrounded. She was told to stand down, but refused and battle ensued. After defeating some bugbears, reavers, and a fathomer (who was knocked unconscious), the group decided to scout the rest of the keep. Lantian and Flint found some commoner captives in the main building and said they were free. They also said they would protect the newly freed captives. Nessa, Ikki, and Brenna went to the southeast tower and raised the chain using the capstan. They then went to investigate the boat at the dock and found Shoalar, Pike, and 2 more bandits. Nessa tried to squeeze into the hold of the ship as a dire wolf and began harrying the bandits. Shoalar teleported outside the ship and dove into the water. Ikki was trying to break down the door and Brenna got a shot off on Shoalar before rushing to the boat. Flint and Lantian heard the noise and came running, both jumping down into the water.

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Session 18

The group heads down to the yard and enters the armory. After quickly passing through they enter the barracks which is full of bandits and reavers. Flint throws a card from his deck of illusions and the room quickly clears of all occupants. The bandits ran for the front gate or into the river. The reavers instead ran to the keep. The party pursued them and found more reavers waiting for them with a fathomer. After a long battle in which the fathomer turned invisible and into a water snake, the party prevailed. Urshnora escaped from their ropes and fled, but was killed as she fled through a grate in the kitchen. Meytra (a reaver) refused to give helpful information and recant and was also killed. The party then headed to the chapel and found Drosnin with her reaver guards. Although she fought, she was quickly knocked out, and one of her reaver guards surrendered.

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Session 17

The group wakes up to a foggy morning at the edge of the Sacred Stone Monastery gully. They decide to head east to the river with Merric in tow. When they reach the river, they give Merric some money and send him off towards Womford on foot. Flint sends Bonkers off after the amulet in Renwick’s care with instructions to steal it. Then they continue riding up the river until they meet a keelboat, hail them, and talk to them. The men affirm that they will pick up Merric and wont charge him since he is a friend of the Seekers. They approach the keep as night is falling, tie up their horses, and sneak into the keep by swimming with water breath imparted by Nessa. The group scout the keep from the inside and watches Jolliver leave. They then break up into 2 groups, assault the guards, sneak past bugbears, fly over rooftops, and neutralize the men standing guard over the walls without waking others. They then stealth into the guardhouse, take care of the inhabitants, and interrogate them for information on the people in Rivergard, where Jolliver went, and what they would do if released. Garn and Mikkel decide to abscond with a friend, but they leave Ket, a crazy cultist to the hands of the adventurers. They bind and gag him and then head off to find Jolliver in the woods. They find him slaughtering a deer and ambush him. He fights back but is quickly felled alone in the woods. The group strings him up in a show of power and heads back to the keep. They go back to the guardhouse, untie Ket, and kill him when he goes for a sword.

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Session 16

The party gathered in the cavern under the shrine of stone and rested. They regained their strength and searched for Bucca. They found a red metal plate under the sand and Flint put it in his pack. They then moved upstairs and searched through the monastery. They broke into Hellenrae’s chambers but did not find anything of note besides a locked chest. Nessa infiltrated the distillery as a spider and then broke the group into it. They swiftly took care of the monks inside and moved on to the dojo (after stealing some booze). Lantian went in and talked to Hellenrae, and she invited him to spar. She knocked him down to half health and called the fight, returning to pummeling the initiates. She defeated them soundly and invited Lantian to fight some more. As he stepped up, Flint barged in and prepared to fight. In the ensuing chaos, Hellenrae clashed with the party but was overpowered. They brought her back to her quarters and interrogated her, but found out little. The finally decided to kill her since she would not be swayed and could not be reasoned with. They raided the chest using keys from Hellenrae’s neck and recovered some substantial treasure. Nessa then used her magic rope to carry Hellenrae’s body along as a sort of dead, floating trophy. They returned to the dojo and revived one of the initiates. He was found to be a mercenary named Barst, a rather unscrupulous character who wished to just leave after hearing the cult was falling apart. The party sent him off to find others who would defect and then dealt with the other 2 monks. The first jumped up yelling and attacked right away (and was swiftly dealt with). The second was a merchant’s son named Merric who only wanted to escape. Barst returned with 2 others and then left the monastery, but Merric was brought along and protected. The party learned that all that was left was a minotaur, 2 gargoyles, 4 duergar, and 3 monks. They decided that if they dealt with the monks, their work would be done. They went to the scriptorium and tried to reason with the first monk. He ran and tried to alert the minotaur and succeeded, but when the minotuar had arrived the monk had been restrained and gagged by the party. They told the minotaur that the monk was a traitor and the creature proceeded to lift the monk bodily and gore him on its horns, killing him. The creature then asked the group where his brother was and they said they didn’t know. The minotaur then smashed a desk and stomped off to look for him. The party then headed off back through the courtyard and found the last 2 monks in the kitchen. Upon realizing their identity, the one monk rushed them with a kitchen knife like a psycho and the other curled up on the floor. After some frenetic battle, the knife wielder was put down and the other shown the body of Hellenrae as proof that the cult was fallen. He ran from the room and jumped out of a window. The party then heard the familiar stomp of hooves in the hallway and fled out the north door. They ran around to the garden and quickly took their horses (under the watchful eye of 2 gargoyles) and fled the monastery. Though there was some bickering on the road, the group eventually made it out of the gully and camped just as the rain was letting up.

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Session 15

The group took a short rest in the duergar’s accommodations before they investigated further into the Sacred Stone Monastery. They quickly found the mess hall and continued on to the kitchen. They bluffed and pilfered their way into a wheel of cheese and then went east to the shrine of stone. There they were noticed and questioned by Qarbo. He “learned” that they were new initiates, so he asked them some cursory questions before sending them downstairs to their trial. While they were on the stairs, a lever was pulled that sent them crashing into the room below. They scrambled to their feet and got ready as a door on the west wall slowly opened. Bucca made a dash for a gem set in a pillar across some red sand as an umber hulk revealed itself from behind the heavy door. The group readied themselves and the hulk flew into a rage, slashing at whatever was nearest. Bucca grabbed the gemstone and as he did, was suddenly swallowed by the sand. The team then fiercely fought against the umber hulk, but realized that it was mostly trying to escape. Ikki flew up to the shrine and pulled the lever again, putting the stairs back in order. Meanwhile the umber hulk stormed up into the shrine and started attacking Qarbo and the guards. As the battle raged, Lantian kept blocking Qarbo’s escape and the umber hulk made its exit to the courtyard. Ikki and Flint were both felled and the hulk began to fight with a gargoyle. Qarbo finally made it out of the shrine and made a run for it in the courtyard, killing the umber hulk as he ran. Lantian burst out of the shrine and killed the gargoyle, and Nessa slowed Qarbo’s progress with entangling vines. While Brenna was stabilizing her teammates, Lantian finally finished off Qarbo, leaving the party roughed up badly and the monastery looking really beat up.

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Session 14

The group follows after the bandits and finds them cowering in a cave. They quickly surrendered their weapons and gave up. The group learned that they were farmers and homesteaders pressed into service. They went back to the road block and recovered the farmers stolen heirlooms and the party generously gave the gold they found to the homesteaders. They then sent them to Red Larch to say that the road is clear and headed off towards the Sacred Stone Monastery. They camped peacefully in the fields and set off in the morning as storm clouds loomed to the north east. They rode through the rain, getting thoroughly wet before arriving at the monastery. They tried the servant entrance but found it barred, so they went up to the front door and asked for entrance. They were at first denied, but asked for Qarbo. They then mostly successfully showed the earth cult symbol and gained access. They left their horses with a minotaur names Turuk and followed a monk and a minotaur named Grimm. They ambushed the monk, quickly slaying him and then battled it out with the minotaur. After defeating them, the party dumped the bodies outside in the rain and snuck further into the monastery. They found a barracks where they got disguises for themselves, found a locked room, and arrived at another barracks room filled with duergar. Brenna set them ablaze with burning hands and the team rushed in to the room to battle them. After a long struggle, the team won out and extinguished the fires.

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Session 13

The party began by gathering information in Red Larch. They found that Leizhu is an old woman and that there are bandits on the Cairn Road. Then they made a few purchases: Ikki gets feather oil, Nessa orders a Dire Wolf saddle, and Bucca summons Perkins. Later that evening, as the party is taking some well earned time in the tavern, Brennik makes it known that he wants to leave, but Brenna convinces him to stay with them. A shady figure meets up with Flint (Hyrsam) and tells him that Renwick might have a way to finish off Wrokai. He also notes that the ritual to raise Thurl looks “awfully familiar”. Party goes to bed, waking well rested but a little hungover the next morning. During breakfast, Bucca hears sounds from outside and goes to investigate. He encounters Cthulhu and is told to destroy the cultists, especially followers of Cthulhu’s rival Olhydra. Nobody else seems to notice anything so Bucca plays it off as nothing. Then, the party purchases draft horses and rides out south east on the Cairn Road. By nightfall they find a homestead, meeting a farmer named Maccus and his family. The farmers invite them in, providing shelter in exchange for protection. When they ride off in the morning, the team sets out further down the Cairn Road. After half a day’s ride they come across a grove of trees and find Bert and Gert, a pair of bandits leading a rabble with a toll racket. The party musters their menace and scare off half the bandits right from the get go. They then fight, overtaking the remaining miscreants handily.

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Session 12

The group heads off to the west en route to Red Larch. They settle down for the night, but are awoken by Brennik to the sound of barking and howling. After a brief scouting run, they realize that 5 gnolls are on their way to the camp. The group gets together with the commoners and rushes the gnolls with torches and yelling. They scare off the gnolls and sleep peacefully after that. The next day the group moves on past the Sighing Valley and comes upon a seemingly deserted camp. They instead find bugbears and battle commences. They have a hard time fighting but in the end win out over the beasts. They continue on to Red Larch, arriving in the evening and finding the populace building a palisade. The townsfolk all stop and greet “The Seekers”. The group receives a warm welcome and enjoys much popularity among the townsfolk. Word of their deeds had spread from rescued prisoners and through the workings of the factions in town. Flint begins forging mace that will contain Marlos’ Testament, Nessa gets sized for Dire Wolf barding, Bucca acquires the means to summon Perkins again and gets the coffer he found in the bugbear camp opened. Brenna returns one of Bruldenthar’s manuscripts to him, Lantian discusses sending Bruldenthar for reinforcements to Waterdeep with Harburk, and then all the members meet with their respective faction members and receive equipment and supplies. The party also learns that no traffic has been coming from the Cairn Road, a troubling development.

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Session 11

The intrepid group ventured east from the orog guardroom and encountered 3 cells full of human prisoners and one dwarf. The dwarf turned out to be Bruldenthar, the renowned sage and member of the dwarven envoy from Mirabar. They freed the prisoners using the keys they had acquired, but were not able to leave right away due to the guards. They returned to the guardroom and Flint and Lantian pretended to join Jurth and the orogs searching for the keys. They then surprise attacked and the fight was on. As the characters flooded the room the orogs and Drool the ogre came on with a vengeance. It was a tough battle but the team won out in the end, slaying all 3 orogs and the ogre. They then proceeded to lead the prisoners out through the front servant’s door without being caught. As they exited, night was falling and they made their escape under the cover of dusk. Brennik followed them out with a note that he would join them if they made an attempt to recover Samular’s bones (per Renwick’s orders), but would leave after 3 days of ignoring the quest. They rested in a dell near the edge of the Sumber Hills and decided to escort the dignitary Bruldenthar and the human prisoners to Red Larch. They then traveled an uneventful day west along the hills and camped.

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