Eurthasia

Adventure 6 - Pathway to Loss - Experience & Synopsis

Everyone gets 1,888 experience for the last adventure bringing your totals to 18,626.

In the last adventure the group ventured into a small part of the Delvarin ruins buried under Zaradeen. This involved diverting a number of Dalketh Sphergs so the party could sneak past them into the dark entrance of the ruins. The ruse, while brief, enabled the party to enter the ruins ahead of the Dalketh, who quickly pursued.

The tunnel into the ruins dropped through a hole in the ceiling of a huge chamber. A huge circling ornate crystalline stairwell led 150 feet down to the center of the chamber, while at the top had presumably existed some other chamber that had caved in above. The group began descending the stairwell while the Dalketh dug a wider passage in order to pursue the party. It was only when the Dalketh burst into the room that the stairwell was revealed to be none other than a golem in the shape of a long sinuous and many clawed wyrm. The spines on the beasts back had made up the stairwell and the party was still on the spines when the beast animated to defend it’s lair from the Dalketh. Several members of the party fell crashing to the fungal floor of the room but the large mushrooms helped to reduce the impact.

A short fight ensued between the golem and the Dalketh, with the party lending support to the golem. It was for naught however as the Dalketh were more then a match for the construct. The resistant properties of the Dalketh defeated the magic of the party’s wizards, while Szolagar Tyr fell stunned from the sky, his blade lost in the fungus below. The party fled deeper into the ruins and were able to slow further passage to the Dalketh with the aid of a magically reinforced door.

In the lower portion of what was determined to be a sanctum for a wizard, the party located Komar Delat Andar Shurik, the unconscious Borreen leader the party had now saved three times. The Komar was asleep having drunk the waters of scrying. Exploring further the party found a number of magical apparatus (a bizarre mirror and a strange magic annihilation platform) and a number of doors leading to the private chambers of the wizard. In one room a woman seemed to be held in status.

After a great deal of experimentation and thought the party freed the woman, who turned out to be named Loss and who behaved in a strange manner. Then the group determined that the mirror had magical properties that allowed it to be used as a portal. Activating the mirror they stepped through and found themselves in an underground chamber. The chamber is very large and damp and seems to have been formed naturally if the stalagmites and stalagtites are any indication. In the center of the chamber is a large carved pedestal, almost a pillar, upon which rests a huge stone, almost shaped like an egg. It is roughly man-sized, slightly translucent, and has a long crack along the side of it. It pulses faintly with a slight light. In the darkness beyond the pedestal the cavern narrows into darkness.

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Adventure 5 - Trials at the Oasis - Synopsis and Experience

Everyone gets 4,477 for the last adventure putting your totals at 16,738.

Having emerged from the ruins of the Gardens of A’lu’shia, the party was set upon by a small band of goblins mounted on worgs (an unusual occurrence in this part of the Broken Sands). The goblins were quickly driven off by the party’s magi, in particular the Orgus, who hurled exploded balls of fire that substantially thinned the goblins ranks before they could really engage the party. With the goblins in full retreat to the South the group headed southwest. It was not long before a pillar of smoke was seen in the direction the goblins had fled. Remembering the diplomatic embassy the group was guarding prior to falling under the curse of Morridin, the group headed towards the smoke, hoping they would arrive in time to help the caravan. What they found however was a larger sortie of goblins and ogres encircled around a failing group of Borreen. Reasoning that helping the Borreen might help the cause of their people in the coming negotiations at Zaradeen, the party decided to attack the goblins. By ambushing the leader of the goblins and slaying his bodyguards the party was able to turn the tide of the battle, slaying many of the goblins and routing the rest. This won them the gratitude of the Racing Sands Tribe of the Borreen and the friendship of their Komar, Delat Andar Shurik.

Once again heading south, and with the Borreen now in tow, the group was able to catch up with the delegation and reintegrate themselves. Several weeks later the entire group arrived intact at Zaradeen, where the various factions immediately dispersed to their respective accommodations. Several days passed during which time the group met repeatedly. Zaradeen held some surprises. Samek saw a woman which he had been having vivid and unpleasant dreams about but was unable to get close to her. Likewise Rilae’thee’a saw the dancer from the court at Tellan, though she had not travelled with the caravan to the best of everyone’s knowledge. Again, before, Rilae’thee’a could get close the dancer seemed to vanish into the crowds. It also became apparent the Borreen were quietly conducting some secretive ceremony of pivotal importance to them. Curious, the party decided to observe the ceremony (held at midnight) from a discreet distance. It appeared that several Borreen were heading into the sacred ruins in some sort of ritual of combat. Among them was Komar Delat, the Borreen chieftain whom the party had befriended. Fearing some sort of interference from outsiders, such as herself, Cerulean slipped into the ruins to watch from a closer perspective. As she had expected, other forces were indeed at work. Even as Komar Delat closed with an opponent a cloaked form was creeping up behind him. Cerulean moved to intervene and found herself facing a Delvarin woman wielding strange sorceries and a powerful tainted weapon. A fierce melee ensued and Cerulean was badly injured before Komar Delat could slay his Borreen rival and join forces with Cerulean to drive the Delvarin woman off. Komar Delat thanked Cerulean and bid her leave the ruins while he went deeper in to complete his purpose.

Cerulean returned to the rest of the group, already headed towards the ruins. Hearing her tale the group resolved to head into the ruins and learn what they could. It was while they examined the battlefield that three monstrous creatures broke free of the earth nearby and, seemingly unaware of the group, moved deeper into the ruins in the direction Komar Delat had gone. The creatures looked like large floating spheres, covered in hard scales, dripping ooze and emanating a terrible smell. Each sphere had two large tentacles mounted on either side, a single cruel eyeball and an enormous mouth filled with fangs. As the party watched they moved in near silence deeper into the ruins.

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Adventure 4 - Yesterday's Sacrifice - Synopsis and Experience

Your experience award for Adventure 4 is 3,665 bringing everyone’s total to 12,261 (ie 5th level).

At the beginning of the last chapter we found the party awakened after sleeping for two millennia in the Garden Tower of A’lu’shia. During their sleep A’lu’shia, an ancient Delvarin druidess from another age of the world, had, in tree form, watched over the party, whom she had put asleep after capturing a powerful agent of death that had been pursuing them. She had kept the partysafe from the evil she had taken into her own body, even as that evil corrupted and twisted the beautiful gardens she thought of as children. During that time that catacalysm that gave birth to the broken sands burned out as layer upon layer of lava, rock, dirt and ash covered a land that had once been lush and verdant.

A’lu’shia was in the last stages of a losing battle she had fought all those centuries. While she had kept her promise she made to a mysterious entity to keep the party safe until they could be returned to their own time, the evil she had contained was slowly claiming her. Fearing it would break free and knowing the time had come A’lu’shia awakend the party and bid them flee the tower. Before they left, she requested that the party take steps to undo the weaves that powered and anchored the tower itself, knowing that such action would destroy her and her now twisted children before the evil within her broke free. Sensing an elemental spirit within Cerulean, she asked her to open a path of earth, so that the hungry fire in the ground below might come up and consume the tower and all within it.

The task would prove difficult though, as the Children of A’lu’shia had, under the dark influence of the being within her, become a malevolent jungle bent on the party’s destruction. Opening the path in the earth meant Cerulean must reach the rocky mound in the center of the tower which was surrounded by a small lake, which was in turn, was surrounding by a small dense jungle. Taking decisive, if perhaps reckless action, Szolagar Tyr grabbed Cerulean and flu her over the jungle to the rocky hill. No sooner had they landed when plantlike creatures arose from the surrounding waters and assailed them. Divided the party was weakened and the others were hard beset to offer assistance though they fought valiantly to reach their companions. Despite the Orgus’s efforts to bombard the jungle with an endless stream of destructive power, the hopes for Szolagar and Cerulean faded. Aid did come at last, though it looked as though it was too late for Szolagar. He had fell in battle as the plant like creatures rained blow after crushing blow upon his body, while Cerulean lay unconscious and bleeding near him. It was Samek Sajai, who arrived at the final dark moments, with the healing power of his goddess, was able to turn the fight around, healing Cerulean and finding the final spark of life in Szolagar. This allowed Rilae’thee’a and Vad’in to pass A’lu’shia’s staff to Cerulean, a necessary key to open the path to fire. Concentrating with all her might Cerulean convinced the earth to hollow and the fire begin to enter the tower.

Knowing that time was short the party fled to the next level of the tower, at the behest of A’lu’shia, to free the water elemental that was the source of the towers water supply. The elemental turned out to be anchored to a sword at the bottom of a spring higher up in the tower. Rilae’thee’a swam into the spring and retrieved the sword, securing the water elementals life even as the fires below begin to rise. Taking ramps to the next level the party found the area that was A’lu’Shia’s personal chambers. This area was set on a series of mounds of earth that floated in the center of the tower. Fighting off a small swarm of flying carnivorous flowers and a corrupted sentient tree that sprouted odd plant like dargonkin, the party was able to secure a number of books and other belongings of A’lu’shia, before the floating island fell into the fires below. Traveling ever upward towards the top the party at last crept around a sleeping sand worm and escaped out a hole in the top of the tower only to find themselves once more on the floor of the Broken Sands. Stopping to catch their respective breaths the party took a moment to reflect on all that had happened, get their bearings and determine what to do next.

Assuming that A’lu’shia had returned them to approximately their own time seemed reasonable. Certainly everything looked once again as it had before they had been taken through time. The best course of action, if possible, seemed to be to locate the delegation they had been helping to escort to the Hoply Oasis of Zaradeen for the up coming peace talks between the Delvarin, the Hutarin, the Borren and the Zartharians. Having arrived at this decision and moving away from the now bubbling pool of magma, the party noticed they were not alone in the desert. A mounted group of unknown intent could be seen riding towards the party’s location.

A little more background…

The recent return of the Delvarin to their ancient homeland (the ruins of the city they had once known as A’zara’den’shar and now by mortals as the Sacred Ruins at Zaradeen) had the region teetering on the edge of all out warfare. Suviladora the 1st (once ascended) of the 3rd House of the Empress, Ambassador of the Najai had travelled (along with the High Priestess Saressa) to Tellan, the capital city, on a diplomatic mission to speak with the King Agathar and Queen Tharelia of Urdor. Along the way, by seeming happenstance, the Najai had joined with a similar delegation of Delvarin led by Lady Xaneel’uran Tuviel. Having completed the first stage of their missions the combined delgation was now travelling back South on the long journey to Zaradeen accompanied by a human delegation led by the Duchess Alayne of Hans and a dwarven delegation lead by Ambassador Gandin son of Grondin. The various embassies share a critical mission to try to secure peace in the area between the Delvarin and the 3 nomadic races that worship and share the Holy Oasis. While the caravan is well guarded, the fragility of the mission and the many dangers of crossing the Broken Sands, make any such journey perilous. The members of the party serve the various delegations in one way or another. They are also in the secondary employ of Lady Blade, the enigmatic leader of the Transport Recovery and Obtainment Guild (TROG) that operates across Urdor and much of the Broken Sands. The parties most recent task was to secure the delagations arrival at Zaradeen and then presumably recive additional instructions.

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Adventure 3 - Onward to the Past - Synopsis and Experience

Experience for adventure dated 11/7/08 is 4,345. Everyone should have 8,596 total and now be 4th level.

Events of the last adventure:

The party returned to the Temple of Death in Tellan and defeated the high priest and his undead minions. As he died the High Priest swore he would live again and cursed the party.

The party subsequently began the journey to the diplomatic gathering in Zaradeen (both to pursue their own individual agendas and at the behest of Lady Blade) and enroute was transported back in time to the 2nd age of the world before the Broken Sands came into being. The party was pursued by an agent of death and fled to a tower that later was revealed to be the Gardens of one A’lu’shea, a powerful Delvarin druid of that time. For reasons that were not totally revealed A’lu’shea agreed to help save the party from the agent of death. The party helped to hold the agent at bay while A’lu’shea performed a powerful ritual that converted her into a sentient tree which imprisoned the agent within it. The tree then cast a potent magic over the party, holding them in stasis in the tower.

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Adventure 2 - Shadows in the Capital - Experience

I calculated your experience for adventure 2. The amount is 2,601 exp each.

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Adventure 1 - A Meeting of Minds - Experience

I have calculated experience and the number each of you receives is: 1,650.

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