Sunday, October 5, 2014

Madness at Gardmore Abbey - session 12


 played Oct. 1

Memorial Chamber

Heavy stone sarcophagi are decorated with elaborate carvings venerating Moradin, Pelor, Ioun, and Erathis .
Then you notice something and crouch down to investigate - a few pearls of vivid red crystal glittering in your light - the same as you noted above in the undercrofts. There are tiny drops of this mercurial substance in with the disturbed remains and on the floor nearby.
Two horrible undead creatures turn and face towards the source of your light. They are covered in ripped burial shrouds punctured all over with thin silver shroud-pins. They raise their arms and moan and start to shamble towards you.

Hundreds of tiny beetles crawl out of the open sarcophagus and more swarm down from a hairy hanging root near a puddle.They swarm across the floor like a dark shadow and launch themselves at Skinny and Gorgolax feet and legs, biting with their mandibles.



-Both mummies grasp with purplish-rotting fingers with long nails at you.
-the scarabs are bothersome, and swarm after you moving like a black lava, and even once you move away you can feel them inside your pants and shirt burrowing into your skin and every orifice.

-Abruptly, a bright orange-green light flares behind the back wall of the darkened ruined chamber beyond and a tiny object hurtles towards you at a great speed. It stops suddenly some distance away and you get a chance to see it: a human skull blazing brightly in greeny-orange flames, hovering magicly about five feet above the floor.
 ‘Get back Jojo!’ it screeches in a high-pitched voice at you. ‘Get back to where you once belonged!’
A little ball of fire shoots out of its mouth and gets bigger and bigger until it reaches the Wizard, when it explodes (burst 3) in a massive fireball blast 
‘Infiltrators!’ it screams. ‘Invaders! Jokers! Holy rollers!’ it keeps screaming. ‘You got bad production!’
As the smoke clears you see that some of the rot scarab swarm has been obliterated and the burial shroud wrappings of both mummies are on fire . The flameskull bobs in the air, cackling.

-The flameskull peeps around the corner (cover). ‘Little darling, It's been a long, cold lonely winter’ it threatens. The smashed up bones in the open sarcophagus levitate out and take the shapes of tiny stick-soldiers, dancing around the tomb’s lid near Skinny
- ‘It feels like years (well, centuries) since we've been here’. The flameskull shoots out a tongue of flame across the room that lights it up brightly and scorches the ceiling.

-‘It’s all right’, it explains in a soft and caring voice, before exploding into a fit of giggles. ‘Skull, skull, skull, here it comes. But It's not gonna be all right for you, is it? IS IT?!?’ It shrieks, sparks flying off the floating skull in every direction as it shakes with fury, the little bone soldiers dancing crazily now, loosing control ‘IS IT?’



Madness at Gardmore Abbey - session 11


 played Sept 17




Madness at Gardmore Abbey - session 10


 played Sept. 3


Altar of Glory

You enter the catacombs, a winding network of burial tunnels starting beneath the temple and extending under Dragon’s Roost hill and even deeper, perhaps below the upper tier of the village. Knights who fell in battle, whether defending the abbey or on distant campaigns, are laid to rest in stone coffins spread throughout the tunnels. Niches reminiscent of pantry shelves line the interior walls, holding the exposed bones of the less-honored dead, including other knights, priests, those who served the knights, and citizens of the village. Bones are piled in the shelves indiscriminately, making the most of the limited space available.

You move through the dark tunnels cautiously, disturbing the odd rat and spider. Its pitch black, hot and completely airless down here. Your bodies are drenched in sweat and covered with a coat of pale dust. It smells of bitter, rotten things.

After a while, you come to a larger chamber that is illuminated in dim flickering light – candles ahead probably. From somewhere ahead, you hear the barely audible sound of chanting, apparently a liturgy to Bahamut. The voices sound like monks. You stay back, out of sight, peeking ahead. A few elaborately decorated closed sarcophagi with heavy stone lids are just in front of you. One of them seems to be open. The light and chanting come from somewhere just out of sight ahead.



Four sarcophagi, one open, stand in the outer portion of this irregularly shaped room. The closed sarcophagi are decorated with elaborate carvings venerating Moradin, Pelor, Ioun, and Erathis, and bears the name of a knight. The open sarcophagus’ lid has been pried off revealing a shattered skeleton amid moldering burial garments. The skeleton's skull is missing. (though all the other bones seem to be still present) Sir Rombert, Sir Toren, and Sir Fror. These have not been disturbed. You cautiously approach the disturbed one, and looks inside. The lid has been pried off with a crowbar or similar tool, and bears the name Sir Sefgar. The disturbed corpse is leaking a corrupting influence (take 5 necrotic damage).

[Religion check]
Closing the lid back on the remains will not suffice to end this corruption; Sir Sefgar's skull must also be returned here, then the lid closed, then the sarcophagus targeted with a divine healing or radiant power. Bahamut is likely to look down kindly on such an act.


Beyond, a few armored humans kneel in worship before an ornate altar decorated with twin rearing dragons: one purpleblack and the other silverwhite.  A soft light emanates from the altar, bathing the worshipers in a halo of gold. The closest knight seems like the leader – he has a shock of red hair and his face is terribly scarred with a great gash from his ear to his jaw. None of the knights appear to have noticed you.


Further to the back of the gold-walled chambers you discover the source of the white glow: a gleaming blade set into a small alter - a sword in a stone. It seems timeless, undisturbed. Sir Oakley gasps when he sees it. ‘The Blade of the Four Crusades! I don’t believe it!’ he shakes his head, astonished. The sword gleams with gold and silver engravings of Bahamut in the form of a sinuous dragon; its pommel is a huge ruby. ‘This sword belonged to Gardrin the Hammer, founder of the abbey, when he took the paladins on the Crusade of Conquest. Later it passed to his daughter Zarel, who led the Third Crusade to the Witchlight Fens. It was always held by the Captain of the Paladins, who were also called the ‘Dragonslayers of Bahamut’. It’s last recorded owner was Havarr of Nenlast, who led the knights during the War of the Infernal Bastion. You may have heard of him as Havarr the Scar, due to the terrible scar he suffered across his face during that terrible last crusade in the south. He is said to have fallen in the last days of Gardmore, when the Abbey was overrun.' Sir Oakley is quite thrilled - you have found one of the four items needed for the ritual.


The undercroft below the temple is dark and dusty, full of cobwebbed piles of masonry, statue fragments and empty sarcophagi with broken lids. Behind a pile of crates you find a low archway that had been concealed, and it leads down into pitch blackness below Dragon's Roost. 'These must lead to the catacombs where the dead paladins were buried in days of old', suggests Sir Oakley. You notice some small flecks of red stuff on one of the archway pillars. It's bright red, like lacquer or oil pain or crystallised liquid - none of you can identify it.

[Arcana] [Nature]

You inspect the specks of red substance very carefully. The little droplets of red matter cling to the doorframe yet give slightly when prodded, little drops of red mercury glinting metallic. After staring at it for a while you’re sure you saw it move of its own accord. This substance is not of this world - its origin is from a different plane.

Madness at Gardmore Abbey - session 9


 played Aug. 27


Your nights rest at Berrians Eladrin camp is suddenly awaked by female screams in the distance.
It is early morning hour and the sun has just barely risen.
The screams come from the direction of the Nymphs.
--
The area is ablaze. Trees on fire, the steam rising from the pond.
One of the Nymphs lay on the ground burnt black beyond recognition, with another knelt beside her,crying while cradling her.
You remember her name as “Autumn Mist” . She also show signs of being scorched by fire.
As you enter the glade, she see’s you  and crys:
 “It… it  was a dragon!  … we were just playing… we didn’t mean anything”
At that point she screams again, as a large plant creature crashes through the foliage towards her, it flails wildly . It  appears to have been singed by fire as well and is lashing  out chaotically.






Temple
Suddenly {PLAYER}  freezes as he spots something moving ahead. A tiny figure, the size of a child or old woman, wrapped in a dirty white sheet. It walks wretchedly at a crouch past the front hall deeper into the temple, muttering to itself in a childish yet hard to place voice. You keen your ears - the word she is muttering is “Bahamut”. She says it awkwardly, as if she had a stroke or speech impediment; her voice at once childlike and ancient. Long filthy strands of hair hangs down below her large white hood and in the tangles tarnished silver effigies of dragons and knights are woven and hang limp or drag behind her on the floor.

From deeper inside the temple comes a second voice, this one croaking like an ancient woman. 'Time for evensong now, Calaun. All the faithful of Bahamut, come and pay him worship! We will begin with psalm fifty-seven.' A strange soft keening echoes through the temple, as if a deaf old woman and a young child were trying to sing two completely different songs at the same time.
'Vespers!' whispers Sir Oakley from outside, a religious gleam in his watery eyes.


You peers around the corner and looks into the heart of the temple. The tiny nun has stopped just a few paces away and kneels on the dirty floor, bowed and supplicating and gibbering half-formed religious words. A small pool of drool forms on the floor below her lowered head. A second sister, this one’s white habit stained darkly with blood, hobbles by the altar at the back, loudly croaking some psalm or other. Hidden completely by her long white vestments she paces awkwardly to and fro, gesticulating with dramatic arm movements as if to a congregation that isn’t there.

The rest of the temple is empty. A massive statue of Bahamut depicted as an armoured knight dominates the centre of the hall, surrounded by a series of alters devoted to various gods.
 [Private to Gorgolax: the southeast alter is dedicated to Pelor and some holy power still lingers here]  The largest alter to the north is Bahamut’s and on it are several lit candles and a dead animal or two, half-skinned and bloody entrails all slithering down the altar’s side.

The two little nuns stop instantly and turn and peer back towards you. Seeing nothing - though sensing your location - the one at the back calls out in a raspy voice ‘Faithful of Bahamut? Come out of your hiding and join us in prayer. Bahamut hates those who hide – are you true believers? Will you put your trust in the true god?’
The closest nun twitches nervously and jerks her head under the habit. ‘Kuyutha? Is that you darling? Come back to mommy naughty little boy’, she raves, croaking childishly. ‘Why are you dancing like that with no clothes on? You’ll catch a chill!’
 [Insight check]    These two are totally crazy.


The nuns then seem horrified looking at Gorgolax’s chest symbol . 'What! Do you pray to the lesser deities instead of Lord Bahamut! Never in a million years...'. They tremble in shock and surprise, seemingly frozen to the spot. One starts up an out-of-tune psalm in a panicky voice.
BANG! A flash of searing white light and crashing loud noise at the altar of Bahamut, then three angelic figures appear as your eyes adjust to the light. They hold silver swords of white light in front of them, their expressions implacable - and intent on combat.

The mad nun Anthar is absorbed by her god-awful singing  and raises her voice, her robed arms moving wildly like a conductor in front of an orchestra. It’s a distorted psalm that echoes through the crumbling temple, one moment soft and quiet the next jarringly loud

The Angels gaze mercilessly at {PLAYER} and {PLAYER} [not cleric]

[Initiative]
With the mad nun's discordant song still ringing distractingly in your ears,
The three angels begin their relentless assault, all acting as one like synchronised swimmers moving in a pool: - longsword, up, slash, back; dour look saying nothing, eyes showing no emotion; dagger, up, slash, back; another dour look.

You search the alter carefully and after a few minutes notice a small section of marble near the back can be pried loose. At first it is stiff - it has not been touched for centuries - but as you pry it loosens of its own accord as if it wanted you to open it. Behind is a small space - a little dark nook that looks empty. You reach your hand inside and feel about, and they touch something small and cold. You bring out a small ivory playing card.

When you examine the other altars. These are devoted Kord, Moradin, Pelor, Erathis, and Ioun (clockwise from the lower left). The altar at the north end of the temple is dedicated to Bahamut. A vestige of holy power still lingers in all these altars. A character who is a worshiper of the deity an altar is dedicated to gains a + 1 bonus to attack and damage rolls while standing within 3 squares of that altar (or +2 with divine powers).

Sir Oakley looks around gingerly for the holy artefacts he requires to cast his ritual.
Through the doors in the northeast the walls glimmer warmly as if the walls were made of gold, and heaps of filthy cloth and fur lie in piles on the floor. A soft white light glows from somewhere further in the back.
The glimmering walls are caused by thousands of gold coins pushed into the gaps between bricks. The whole area glimmers when lit, creating the impression that the walls are made of gold. There are furs, bloody clothes, blunt knives, piles of bones and loads of feathers on the floor. Anyone lifting the stained habits of the mad nuns will find that they were in fact a pair of harpies in disguise.




Madness at Gardmore Abbey - session 8


 played Aug. 20

                                  Skill challenge to get through Orc town
                                    Worgs attack


Ruined Garrison

        Four Statues
        Wraiths

'The sword of our lost brother Hrom - the fourth - we need to dispel the summoning circle before the orcs can summon the demon into the garrison! Quick, Hrom - they are already scaling the walls and the magic circle is shimmering! No! - the outer gates! There's not enough time. Where is he? He went to warn Zandrian and the brothers manning the watchtower - what is taking him so long? We need his blade.'
'Three, not four. That was the problem. Three not four. Three not four.' and then a terrible howl into the sky: 'Hrom!'
[INT check to remember name Hrom from Font Vision]
'The slender knight with the pale blue sword was Zandrain, an eladrin knight. He arrived just last week looking for information about the ruined temple of Zehir in the Witchlight Fens. But soon after the orcs attacked and he was trapped here with us. He is a good warrior, I have do doubt he will manage to defend the watchtower.
But where is Hrom? Three, not four.'

{open the door}
the Wraith wails 'Noooooooo. Vandomar's ward! You will release the demon!' Too late, [PLAYER]realises that the door although unlocked has been sealed by a Glyph of Warding. As it swings open soundlessly a burst of freezing cold air smashes into you.

With the doors open you can see inside the ruined garrison, a large high-ceilinged hall separated into three rooms. Enough light filters through the cobweb-choked arrow slits to provide dim light. A magical gloom mutes light sources, reducing any illumination radius by one half of the normal squares (rounded down). In the hallway are four human-sized statues of knights in plate armour. Though they and their armour are stone, three of them hold metal swords. Two of the swords are pointing downwards  and one is pointing upwards . The fourth statues' hand is empty . Two more wraiths float just above the floor in the room, both of them pointing at you in accusation.

Through the gloom you make out a large table in the back-left room. The long table is an obstacle and grants partial cover. Jumping up onto it costs 1 extra square of movement and requires a DC 12 Athletics check. A creature can also drop prone and crawl underneath. Here also a spiral staircase leads up to what was the second floor of the garrison. The stairs are choked with rubble, and the level above is utterly collapsed.





In the back-right room you see a large and richly decorated reliquary sitting on the floor. There are large round metal rings fixed along its base. The chest is richly decorated with silvery designs and has an inscription along it. In front of it is a large demonic-looking creature with huge claws and an angry, monkey-like features.

Suddenly flames erupt out of the ground between [Player] and [Player] – no, not flames exactly, but a ghostly apparition of flames. They burn brightly but create no heat, and flicker soundlessly like a projection.

The wraiths constant mad whispering confuses and disorients you, and you find himself drawn ever deeper into the garrison toward the ghostly knights. One reaches out and touches you] with its shadowy hand, grasping at his head with screeches of madness. Its cold touch brings thousands of voices and images swarming in his mind as they echo and reflected continuously inside his head (14 psychic dmg to your & -2 all defences save ends).

Confused visions dance through your mind. The four knights bringing the blessed vessels to the garrison as the orcs storm through the gates of Gardmore. The magic circle on the floor. The knights, dropping the sacred chest to the floor and killing the orc shaman, but not fast enough to stop the ritual completely. The circle shimmering; a portal opening to another plane. Then a message, and one of the knight leaves with a large decorated box, intending to return. The three remaining knights watching in horror as the circle glows and something coalesces within – powerless to stop the ritual without the fourth. Then someone seals the great doors. And the screaming…


     Brazier of Silver Flame





The statues indeed appear to be real (normal) statues. The swords on them are removeable and insertable.
The chest is more a reliquary, decorated as an altar. The metal rings on its base and sides could allow two sturdy wooden poles to be inserted, allowing this heavy container to be carried (it would need four bearers as it is so heavy). The chest is decorated with inlays of dragons breathing silver fire. It bears the inscription,   'The just shall lay down their arms and bask in the light of justice.'   A careful examination reveals four slots about the width and thickness of a sword blade, two in each end of the chest. There is no obvious opening mechanism and the chest appears to be locked shut.
The chest is reinforced but could certainly be bashed open, destroying it. Usually these sorts of reliquary have some sort of curse that triggers when they are smashed open – you suspect this might be a bad idea overall

[Int check]
There was a sword with the remains of the spider cocooned knight you discovered in the woods.
 His sword was rusted beyond use, but he scratched some words into his breastplate. Something about how he had failed his brothers and the chest would remain sealed without him. Brazier unlit.

'I have failed my brothers – without me the chest will remain sealed and the brazier unlit – Bahamut forgive my weakness'.





[insert rusty sword]
Things click, and the lid flies open and the gloomy room erupts in blinding whiteness (which does horrible damage to all undead and especially demons in the vicinity – luckily no-one is  harmed). When the light dims to a glow you see it radiates from a brazier – the Brazier of Silver Fire, one of the Sacred Vessels of the Temple. Beneath the brazier in the reliquary are six pearls (100 gp each), a fine silk priestly vestment (250 gp) and a note.

The note says: ‘Paladins – keep the braziar inside the reliquary and open it only once the demon appears. The Silver Fire of Bahamut is only triggered the first time the reliquary is opened every day. Havarr of Nenlast.’ There is a further scribble in the margin of the note. ‘The Bowl of Io’s Blood has been sent to the vaults for safeguarding’.

As you read the note you  senses something else hidden inside the reliquary. Searching  about and eventually, through instinct more than anything else, discovers a very-well hidden secret compartment holding a very worn stone object with a solar design. It looks thousands of years old. Those of you who are experts in ancient history or religious history may know more. –[lvl 10 holy symbol  player choice]

Thursday, August 14, 2014


Madness at Gardmore Abbey - session 7


 played Aug. 12


Orc Chieftain Bakrosh







Thursday, August 7, 2014


Madness at Gardmore Abbey -session 6

  played Aug. 6

Into the Arcanian Lab of Vandomar

As the barrier falls a freezing gust of wind sweeps down the stairs, turning your hair to ice and freezing your breath in your lungs (everyone is slowed, save ends). Past the melted wall you see that you are in the top room of the tower, lit from above with a high frosted window in the ceiling. Inside the room stand four long tables that hold the frosty remains of female orcs and humans. Parts of each of them - a nose, an arm, breasts - have been surgically removed and other parts reattached in their place. Pots of flesh-coloured paint, paintbrushes in turpentine, needles and twine rest between the bodies.
Square blocks of ice line the walls, each trapping the frozen form of some preserved creature. A piles of scrolls lies in the cabnet by the north wall.
Above the blocks of ice dozens of clocks have been hung on the white wall. Each of them ticks and tocks at a slightly different rhythm, creating a maddening cacophony. Each of them is set at a different time, and the hands do not move.





A humanoid thing in gray robes emblazoned with the platinum dragon symbol of Bahamut stoops over one of the tables. Its withered face is pale blue, and dozens of tiny icicles hang from its beard. Whenever it moves, its body crackles as layers of frost break and freeze again.
The creature is not surprised to see you. 'Ah! Visitors!' it says.
Its words form no steam in the bitter air. 'No doubt you have come to help me save my love.' The creature's cold gaze lingers over you, taking in your figures hungrily. 'Perfect!' It exclaims. 'Absolutely perfect! What a lovely time we will have, so nice of you to drop by. Let us remember this moment forever.

4 coldspawn mummies
Vandomar (lvl 10 controller)



-The arcanian smiles and raises his hand in the air and summons a miniature blizzard of cold air and snow. He bares his teeth and gestures at the stopped yet ticking clocks and the blizzard ball crackles with electric energy, sparking off the timepieces and into the four frozen bodies lying on the operating tables. The currant jerks them into life and they stagger to their feet, constructs of cold and death.
-'Always in such a rush!' he shakes his head in disappointment.
'You are all so... so... Alive! so Virile! Gorgeously, vivaciously, startlingly ... Vital!'
-He gazes, spellbound with longing, at a trickle of moisture glistening on Eliasis’s cheek - sweat condensed from the freezing cold room. 'This is something that MUST be preserved. For Ever!' A little bit of icy drool falls from his slack mouth and his face is all twisted up with an unquenchable hunger.
-He brings up his arms and takes his staff in both hands. 'PRESERVE THEM!' He roars and a blizzard of grey hail erupts over you.
-The arcanian's small black eyes notices Skinny ,purses his lips in surprise - and it gives him an idea. He shuffles back to the other side of the room, leaning on his Staff and approaches a block of ice where a small ivory card is encased. He speaks to the ice, as if he has completely forgotten you all. A small projection of a playing card manifests beside Vandomar, swirling just above the floor.



Loot




Through the Orc village

toooooo many reds



Orc Campsite
1 Orc Pummler
3 Orc Rampagers
6 Orc savages
--6 orcs cut down almost immediately, but reinforcments arrived
1 Ogre
3 Orc Rampagers








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