The Dragonfyre Association is a collective of unique individuals who share a deep and abiding passion for several things. Beer, games, and movies are primary among these. Formed in 1995 under the less-than inspired name of The Red Dragon Club, it morphed several years later into Clan Linnorm (taken from the linnorm dragons found in the 1st Annual Monstrous Compendium for AD&D). Somewhere around 2000 or 2001 the name was changed to the Dragonfyre Gaming Association, or DFGA for short. We are a closeknit group of friends living in the western suburbs of Minneapolis, MN.

Saturday, June 28, 2008

Age of Worms Campaign Update 4/3/2008

CHRONICLE VAULT 20080403, FROM THE LIBRARY OF RHAVUS THE FIEND-SAGE ...

Coldeven 20, 595 CY
With the knowledge of the impending events leading up to the apocalyptic Age of Worms weighing heavily on their minds, the six companions boarded the skyship Sunshadow in the depths of the Amedio Jungle. They requested that the shadow elf Captain Shadowstalker take them to the crystal tower of Malakara the Mad Mage so that they could figure out their next move. The mysterious captain obliged, making all haste to return to Point Harrow.

The journey was largely uneventful and they arrived in only five short days. Malakara welcomed them back with a gruff "hey" and invited them inside. He asked what they had learned and was keenly interested in the prophecies leading up to the Age of Worms. The last two he knew about, and offered some insight of his own.

After the companions had left bound for the Spire of Long Shadows, Malakara did some research of his own regarding the location of Grimoire Barackus. He found that the wizard had looked into a cult called the Ebon Triad, which believed in the unification of Vecna, Hextor, and Erythnul - a thoroughly ridiculous concept. It seemed that Grimoire Barackus believed that the cult was a front for something far more sinister, and the wizard had underlined a reference to Alhaster and made connections pointing many members of the Ebon Triad cult leaders to this town in the Bandit Kingdoms nation of Redhand.

Malakara found a copy of the book "A History of Alhaster", an outdated tome on the city's history written by a cleric of St. Cuthbert named Rhorsk only a few montsh before a despotic ruler named Prince Zeech seceeded from the Shield Lands. One section of the book recounts the emergence of a cabal of Hextorian heretics attempting to establish an underground cult somewhere in the city. The cult made particular use of what they called the "Writhing Dead." The cult was defeated by an elven noble of the city named Lashonna.

Malakara gave the heroes Grimoire's notes on the subjects, which ran as follow:

Alhaster is the key. Missing heretics never captured ... Possible site of Ebon Triad foundation? Did they turn to the cult of Erythnul for aid, and then more recently to Vecna? Are new Triad leaders trained somewhere in Alhaster, and then sent out to start their onw cult cells in other cities?

To Do: * Lashonna (helped defeat heretics, may know more about them that wasn't printed) * Rhorsk (research indicates he did not flee Alhaster after it fell - he's probably dead but may have left some sort of legacy) * Ebon Triad (are they still active in town? Find out if their original hideout/shrine still exists)


It seemed Grimoire's trail led to Alhaster, and this is where Malakara suggested the heroes travel to next. It was decided that they should go to Alhaster, but first they needed to stop by Greyhawk City to resupply and more research. Aboard the Sunshadow the trip took one day and the heroes arrived in the Gem of the Flanaess.

In the city Duke sold most of the magical equipment they had retrieved from the Spire of Long Shadows while everyone stopped by the Temple of Pelor to stock up on potions of healing. Kaspar went to visit the Temple of St. Cuthbert and spoke with the blind High Inquisitor Dorian McKnight about the artifact. Dorian was in posession of three of the fragments, and upon speaking with him Kaspar decided to give him their seventh piece. It seemed only natural to give the blind priest a fragment of this potentially powerful artifact.

Klaus continued his search of the elusive Thieves' Guild, but this time his efforts bore unexpected fruit. After working contacts in the underworld of the city, the dwarven rogue finally met the guildmaster - a dangerous and sly halfling named Kelkep. Kelkep wore about his shoulders a cloak made of living shadows that masked his very presence. For a price to be named later, the halfling guildmaster told Klaus that their old foe Loris Raknian was spotted recently in the city of Alhaster. It seemed he had some friends in that city on the northern shore of the Nyr Dyv.

Armed with this information, the heroes boarded the Sunshadow and made their way north. Captain Shadowstalker told the companions that he would not bring his skyship within twenty miles of Alhaster - the airspace was hostile. He would not explain further, and the heroes had little choice but to accept matters. After three days of flight the Sunshadow set down on the shore and Duke, Kong, Drake, Kaspar, Argo, and Klaus dismounted and headed up shore to Alhaster.

The trip was uneventful if cold, as it was still late winter. The six companions arrived at the gate leading to the city of Alhaster and were confronted by hobgoblin guards. The guards demanded a tribute of 100 gp each, but when Kong flexed his muscles and told them to move along, they listened. It seemed the residents of Alhaster respected might over right.

Alhaster itself was known as the City of Scoundrels, and it earned its name. Everywhere they looked the city was a mix of the depressing and bright. According to the banners, the ruler of the city - the despotic Prince Zeech - was holding a celebration to honor the 20th year of his reign. The people, a mix of the downtrodden and downright evil, seemed to be in good spirits at first glance, but upon further notice their cheers were lackluster, their mirth forced.

Asking around for Lashonna the heroes were directed to the far northwestern portion of the city, which was clearly the "better" part of town. It was, at Mistwall Manor, that Lashonna lived, but according to the guards at the gates she was not in town. If they wanted to see her, the guards directed them to Zeech's Anniversary Banquet - but good luck getting tickets to that, they laughed!

Argo and Duke decided to investigate getting access to this banquet, which was to be held in three days. Kong, Klaus, and Kaspar starting asking around, looking for anyone who had seen Loris Raknian. They were directed to the city's market, where they wandered around looking for the gladiator. Drake hit the bar and started drinking.

In their pursuits, the halfling and dwarf were pointed to the Deluxury, one of the more luxurious inns of Alhaster, and a man named Armhin Loration. They found this weasel-faced man sitting at the inn's bar, and Argo slyly asked how one might obtain invitations to Prince Zeech's upcoming banquet. The man wouldn't give the halfling the time of day, but when Duke mentioned that they were in fact the Kings of the Road, winners of this year's Champions' Games in the Free City of Greyhawk. This caught Armhin's attention, who asks that Argo and Duke bring whomever else they want to the Deluxury in two hours and he'll begin the interview process.

Argo runs out and collects the rest of the group, and they meet with Armhin one at a time. He asks them each to explain their exploits, and seems most impressed by everyone's description of the Champions' Games. Except for Drake, who was mostly drunk at the time. At the end of the interviews Armhin gives each of the companions an invitation - but takes Kong aside and tells him to watch Drake closely during the banquet.

With three days to wait until the banquet, the heroes set out once again to find what they can find. They decided to get rooms at the Deluxury, and the next day they head out into the city. They all meet up in the marketplace of Alhaster, looking at the various things for sale. A large crowd had gathered at the western end of the marketplace, with angry shouting welling up from the mod. Their hatred was directed at a trio of figures who stand on a gallows, nooses limp around their covered faces. Standing nearby is a tall man, a symbol of a gauntleted hand clutching six downward-pointing arrows emblazoned on the front of his black robes. He holds up his hand and speaks before the hushed crowd.

"By the Grace of his Most Beautiful Majesty Prince Zeech, I condemn these wicked heathens to their fate - they are fortunate that Prince Zeech is merciful, for had I the power, their deaths would last a fortnight. And so by His Decree, let these heretics go their maker!"

Shouts of "death to the Ebon Triad" well up from the cowd as the robed figure pulls a lever, opening a trap door in the gallows floor. The three hooded figures drop, kicking for a few moments, and then hang still. The crowd disperse slowly after this.

Klaus take this as a sign to stay off the streets and they return to the Deluxury to wait. Kaspar asks around about the Temple of St. Cuthbert, and discovers that the temple was burnt to the ground almost 20 years ago. With little else to go on, Kaspar, Duke, and Argo decide to check out the remains to help to see if they can find any remnants of the priest Rhorsk. Kong and Drake continue to ask around about Loris Raknian.

At the site of the former St. Cuthbert temple the three heroes find only a burnt shell of a building with barricaded doors. Argo pries the barricades off carefully and they sneak inside, searching around. The sharp eyes of Kaspar discovers a hidden doorway buried under rubble, and beyond is a steep stairway leading into darkness. The three of them make their way down, and eventually they start hearing soft moaning. Lighting a torch, they finally reach the bottom and see a gray, gaunt figure rocking slowly back and forth in a huddled position. As the light shines on him he turns and gasps, revealing himself to be a ghoul. Argo and Kaspar prepare to defeat the undead menace, but Duke stops them.

The dwarf wizard calls out "Rhorsk," to which the ghoul stops. Duke points silently to the symbol of St. Cuthbert on the undead man's chest as explanation to his companions. Duke asks about the book Rhorsk wrote, and the ghoul seems to get almost wistful. He explains that almost all of the Hextor heretics were caught, but they were fed information by a person called Mother Maggot. This mysterious figure was responsible for giving the cultists the worm-eaten undead. Rhorsk never found out who Mother Maggot was or her true goals, but he did discover that the cultists met with her in a subterranean room under a house in the southeast section of the city.

Kaspar asks that Rhorsk lead them to the house, and the ghoul happily obliges. He leads the three through the sewers and tunnels below Alhaster, arriving finally at a point just below a sewer grate. He points upwards and tells them the house on the corner is where Mother Maggot met with the cultists, but he was never able to find anything at the house. Wishing the heroes luck, Rhorsk disappears back into the darkness of the sewers.

Duke, Argo, and Kaspar climb back to the surface of Alhaster and find themselves standing in front of Sinner's Sanctum, or so claimed the sign. Inside held the stench of death, and it seemed it was a house where people went to die. A dozen people of various races were kept by Furpotia, an insane woman who "healed" the dying. After sneaking inside Argo and Kaspar did not find any secret trap doors of any kind.

The next day all of the companions (except for Klaus) return to the marketplace, looking around, when a burly shout stops them in their tracks. The crowds part and make way for a retinue of seven hobgoblins led by a particularly well-groomed hobgoblin. He calls hims B'kruss, leader of the Knights of Redhand, and demands to know what the companions did that was so great to get into the banquet.

Kong steps up and tells the obnoxious hobgoblin that they were the Kings of the Road, winners of the Champions' Games! B'kruss snorts and demands that they have a little contest to see who's the better hero. Kong accepts the challenge, and the hobgoblin knight says the first contest is going to be a race. B'kruss grabs his mount, a dire boar named Gristlegape, and challenges Kong to a race around Alhaster - first one back is the winner. The northern barbarian brings out his yak and accepts the challenge.

The race was close, but after a few problems Kong and his yak win by a hair's breadth. B'kruss, not to be outdone, says the next challenge is a rooftop leap over an alley thirty feet wide. The hobgoblins lead everyone this time to the roofs of a nearby building, and demonstrate what needs to be done by leaping gracefully over the length. Kong gives a good running start and clears the gap, but Drake is not so lucky - he falls in the alley. Argo makes the jump, impressing the hell out of the hobgoblin knight.

The third challenge, B'kruss explains, is the Mindless Courage of the Dreadful Mauling! The knight's mount, Gristlegape, needs to be grappled and pinned before the dire boar mauls the contendor. B'kruss demonstrates, wrestling his mount to the ground in a matter of moments. Kong, experienced with the ways of animals, leaps onto the Gristlegape when it's his turn and pins the beast - beating B'kruss' time by seconds.

The infuriated hobgoblin stalks away with the rest of the Knights of Redhand, but promises that this won't be the last they see of him. As the five heroes revel in their victory over the hobgoblin showboats, a familiar voice shouts out from behind.

"Remember me, champions?"

Turning around they find Loris Raknian charging forward!

Session Updates
Yeah, not much to update anymore. I don't have an XP recap for this session in my notes, but I don't think that matters too much.

'Till next, Game On!

"Weird" Dave Olson

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