Nidor, a world given life by titans

Adaro and the Tide

Rebel monks have left the Makai Brotherhood, charmed by the power of adaro and sick of the weakness of Ziggarat. They have proclaimed a new monk fellowship called the Tide of Supremacy. Slinking into the ocean’s depths they have given the adaro crucial information about the defenses of the Bay of Life. The wisest amongst Yi Tu and Makai have determined the very bones of the earth the Bay is built upon needs to be rebuilt. Journey to Yi Tu’s dormitory, travel down the Training Pit and petition the earth spirits for assistance. Find the Requiem Beetle, defeat the Adaro and Tide along the way!

The party moves down the Training Pit with Dante leading the way. The slope of the earth begins to curve and become more slick to step upon; the rough soil and rock of the entrance into the Training Pit gives way to glassy obsidian and dark crystals illuminated in shades of purple and blue. The party can see beneath them the rooms of the training pit, much like looking down on an opera house from the catwalks above. The Pit lies in ruins, several members of the Yi Tu that were training here are ripped to shreds by claw and scarred with acid. Blood mars the walls and has drained into grooves along the floor. The catwalks collapse as the companion descend into the Pit, destroying all hope of leaving that way. After purification the companions are attacked by several Kurobozu they couldn’t see, rising out of veins of Plane of Earth.

The companions exit through a tunnel created by a huge sized creature. The walls are horrifically scarred and pitted via an acidic gel that still sloshes around clawed grooves in the earth. Passing through this tunnel reveals more exotic veins of elemental earth as the party moves in and out of the plane of earth and the material plane. The tunnel twists and turns; formed to create the most destruction on the surface world far above but still allow passage by non burrowing creatures. After several hours of slow plodding movement the bottom of the tunnel gives way under their feet and they begin sliding down a slick obsidian slope increasing in speed and gravity. The gravity becomes so intense that their blood is pushed down to their feet and they become light headed. Just before the sensation of passing out is too much they pass into a wide opened area, firmly within the Plane of Earth. The slick tube they have been sliding down has turned into a strip of strong dark glass, about 3 feet in width. It tapers into a sharp point which eventually becomes so narrow the companions fly off the ramp into empty oblivion. The intense gravity fades providing release as they tumble through gravel speckled air. A great rocking noise occurs all around them; the sound of 2 grand hill sides moving past each other. The ramp turns into multiple ramps, each one peeling away from the other in a fan like motion. The gravel air heaves upwards from beneath their rotating bodies to form a thick bridge, building outward several feet in any direction they move towards. The ramps rise far above them curving upwards, now 2 sets separated by a grand distance. Horizontal slits tear open in the obsidian and iron under the fanned out lashes; huge boulders of milky white pearl irised with man sized hunks of sapphire turn downward toward the party as they slowly stand up shaking their heads to regain their sense of balance. Defined features graft in the metals and stone beneath the eyes; a slender sloped nose, high arched cheekbones formed of emerald. Rubies embed the full lips of a powerful maw, teeth shorn from shining marble. Dark and royal is her chin, her neck slopes backwards into the darkened depths of the plane. This is the face of the Crystalline Queen, Sairazul. She proclaims aloud with authority, royalty, nobility, and poise: “Creations of flesh, your provokations against my homeland will be visited with weighted vengence. Your bodies will be crushed into paste, and your souls will suffocate under my gaze.”

Sairazul will attempt to attack at the beginning. She shifts the heavy gravitational field towards herself, dragging the companions across the surface of the makeshift asphault. She appears to be ready to unleash a very potent gaze attach when she begins to choke. Her maw opens and up comes a torrientally spout of muddy burning sand. The fire of her lips turns gray. Her teeth and rest of her features take on a pale hue. Charisma and strength seems to pour out of her every orifice. She is terminally sick from the damage the Adaro and Tide have wrought with their tunneling attacks.

After coming to realization the companions are not her enemies she will tell them of the Adaro and Tide, that they need to find the Requiem Beetle who can hunt down the dozen or so tunneling groups that are weaving through the foundation of the Bay of Life. She turns her gaze to the far side of the cavern they sit within. Even through the gravel air the companions can see her gravity altering gaze open a large gash within the solid core of the plane. She tells them this will lead them to the Requiem Beetle. The beetle acts as a rejuvanting force in this vein of the plane of earth, devouring the very bones of the plane to recreate them; stronger than before. The disease and rot the Adaro have brought into her world becomes too much and she begins to crack, her features splitting open with bursts of primal molds and abyssal fungi. Her death cry is the sound of a draining swamp, bubbling and caught in her throat. As her skull pours down her corrupted face her brain becomes visible. A single shining stone seems to have been spared from the disease. With a sharp sounding PING! It pops outward falling towards the crevasse below. After retrieving the stone the gravity holding the asphault together begins failing and the party must flee towards the new opening. If placed to the ear, the faint sound of Sairazul’s sickened moans can be heard. The stone will need to be cured.

Continuing through the snaking tunnels within the Plane of Earth; the foundation of the Bay of Life. Signs of toxicity and radiological decay become prevelent. These are the signs of Ayrzul, elemental lord of toxicity, known as the Fossilized King. Abyssal taint is intertwined with these profane symbols, further adding evidence that agents of Lamashtu and Ayrzul are allied in their siege of Ziggarat. The companions hear sounds of humanoid speech echoing from opening ahead. A steep climb followed by a few tight turns brings the companions to the catacomb entrance where the voices originate. The earth here is incredibly dense and seem to inhale the light around them. The catacomb is filled with dim light due to these light sponges. An adaro tunneling team is in the catacombs and have ran into a thick vein of this dead star matter and are arguing about the best way to proceed. The underling adaro slink away as soon as the companions attack.

After defeating the adaro and Tide, the party will be faced with the wall the adaro and Tide were stuck at; they had begun carving into the earth with the bulette’s acid until they hit fortified earth the acid could not penetrate. Dense and layered abjuration magics are applied like mortar to this wall, settled deep into the backbone of the plane itself. The only exit to this chamber is the corridor the adaro underling slinked out of. Within a few minutes the party will happen upon the adaro underling flaying against the wall, just his lower torso and legs sticking out. His abdomen is swollen as if viciously stung. Lines of petrification are actively moving through his skin, following his veins and arteries. 2 length rope like appendages snap out of the wall, snagging the bottom of the underlings feet and snapping his legs down and forwards, his kneecaps splitting in twain. 2 more tentacles barbed with horrific stingers, coil around his thighs. The petrification washes through the adaro and his corpse is sucked into a creavace within the wall. As the party moves past this part of the corridor they can slightly hear the sound of flesh and bone matter dissolving. The creavace and 50 feet in all directions is irridated, interfering with teleportation magic and causing Con drain.

Within an hour of traveling through more corridors, enduring periods of low oxygen, digging through walls of debris, fighting small pockets of heighten gravity, the party can start to feel the ground swelling, then deflating every minute. Passing through a tunnel that has been shored up by the adaro, the party enters into their main lair. 200 feet in length, the Requiem beetle (60 feet in length) has been bound via foul druidic magics on the far side of the lair. It breathes slowly, tettering on death. Dozens of bands of adaro and Tide monks, similar in makeup to the group the party just defeated, mill about the lair in and out of similar tunnels to the one the party huddles in. From here the Adaro are taking the bulettes on destructive expeditions, burrowing upwards to the points where the Bay of Life on the material plane touch the skin of the earth plane. The eldest ashvawg, the cruelest and most cunning of her order, stalks about the beetle with several of her pupils. They are discussing new ways of attempting to control it as they wish to use it’s voracious appetite to their own ends. Based on the wounds the creature sports, some fresh and oozing downward into small pools of slimy liquid, the ashvawgs just failed at trying to torture the beetle into servitude. The party has no hope of battling their way through this situation and will quickly meet their respective makers if they take on the lair by force. The party can attempt to either distract the majority of the forces away from the lair (appeal to the Cave Blights) or wait until the majority of the forces are asleep and attempt to sneak in. In either case they will need to subdue and control the Requiem Beetle in some fashion (sing to it in Terran or anything as creative) after battle the eldest ashvawg and some of her pupils.

Dante makes loose diplomatic connection to the Cave Blight and convinces it to attack the Adaro as it enjoys the taste of their flesh. Soul communes with a clan of earth elements, the Silver Fox clan. He discovers the chamber the Adaro and tide are using as their base is a nursery for newly born elementals. Soul gains alliance with the Silver Fox elementals.

After freeing the Requiem Beetle from it’s prison it can be guided to repair the damage the Adaro and Tide have caused (lots of chomping on them as they flee). The Requiem Beetle can easily carry the party upon it’s back but they will have to enact some level of protection against the earthen environment as they go smashing through the tight caverns. The beetle seems to have little issue tracking any breathing living creature as their scent and movement of air through their lungs is extremely alien to this beast. The beetle swims easily through rock and mortar, murdering both Adaro and Tide trespassers with reckless abandon. It avoids areas of deep radiation, long stretching maws of green tinted stone. Deep with those curved recesses the companions can see the eyes of cave blights staring back at them. The beetle has taken them to the border of the blight’s homeland; pinning the remaining adaro and tide forces against their deadly lands. The beetle picks up speed here, it’s crushing weight breaking the backs of many adaro who are left screaming as the cave blights ensnare them with their stinging tentacles. The party quickly loses all sense of direction as the beetle pushes up, down, and diagnoally to repair the acidic damage done by the forces of evil. It slows eventually, it’s gait and movement become more measured and steady. It tunnels upward bringing all of it’s riders back to the Ruby Cave. Those ruby walls stretch upward but the beetle seems to have little interest in it, shifting it’s weight to the ground and falling into a deep digesting sleep. The party will have to rest here; the path back to the Pit of Training was destroyed when the Crystalline Queen passed.. Those taking the final watches will begin to feel disconcerning unease in their nerves; from the ruby wall ebbs a pulse of ancient evil, grand and powerful. It fades as if something is pushing it back but it only returns, stronger and awakening.

Upon waking the beetle will follow whatever orders the party wishes; it can be directed to bring them back to the surface or it can begin moving through the ruby wall in front of them. This direction will take time, as the beetle moves slowly through this substance, thereby revealing it’s defensive powers. After moving through a few dozen yards of ruby, the walls strata changes to a deep exotic green. Veins of emerald seem to be sewed and stitched into the ruby wall.

After several hours, with a final push the beetle breaks through the last segment of the wall, emerging into a wide open domain. It will venture no further. An expansive dome lies in front of the party in a large flat field. Surrounding the field on all sides is the ruby and emerald wall. As the party moves across the field long decayed remains of dwarven weaponry litter the ground, evidence of an epic battle. They turn to vaporous dust when disturbed. What corpses may have been here have long since mixed with the earth below. But as the party moves across they begin to hear the sound of pitched dwarven battle. The ground seems to push forward under the movement of metal clad boots. Battle cries mixed with hundreds of screams ignite the air. Sparks from metal against metal spray onto the heads of the companions; showing the weapons of giants must have clashed against the dwarves. Most arresting on this plain of battle as the party moves ever near to the dome are signs of large swatchs of graveled earth. These patches have no dwarven weaponry and the phantom sounds die to but a whisper; areas where death was swift and efficent to these ancient dwarves.

Within 50 feet of the dome, the party’s booted feet ignite runes of protection pounded into the earth with dwarven blood. Spellcraft check reveals these runes bind against extraplanar movement; nothing can teleport into or out of this area. One final phantom battle order can be heard, commanding clerics to sanctify the area and for arcane artisans to begin building a cage around whatever foe they engage. The dome is impossibly large, constructed by team of ultra rare dwarven stonemasons who wield wizardly powers. It is enarmored layers of walls of stone, force, and regal materials known only to long dead sages. A single skeleton, the only fallen dwarf to have a corpse, lays against the entrance to the dome, it’s hand resting upon a lock, it’s pin the firing mechanism of the Radiant Silvergun. The party knows this is the final cell, enclosing whatever this clan of dwarves enprisoned. It is from here the pulse of evil originates. A gunsmithing plus religion check shows that Crystalline Queen’s existance was integral to these binding mechanisms outside of the dome; the runes on the ground, the protective layers entwined within the ruby wall. With her death, the only thing that remains is this dome and it’s single lock built as a failsafe. It will not fail immediately but eventually and it will destroy the Radiant Silvergun’s mechanism with it.

Within the dome is a lair of elemental and foul evil. Radioactive pools pock mark the landscape; tall spires of rigid stone pierce upwards into the darkness. Statues of giants litter the area, most broken but a few standing tall quite regal with scythe in hand. From out of the largest pile of radioactive decay, the serpentine swish of tail, buffet of wing, and tear of claw can be seen. The crystalline dragon emerges:

“I am Gordess, son of Aryzul. General of his armies, commander of the entombed legions. The dwarves of ages long decayed captured and confined me here; making me a prisoner within my own lands. With the demise of Sairazul the final bindings on me have been released. Her throne is now Aryzul’s and while he rules our homeland I will stretch my wings and venture upward; into the aired lands of mortals and partake of the upcoming feast of flesh that even now encroaches onto your shores. Such is your lot in life; to be fuel for the engines of greater kingdoms. Paladin, monk, sorceress, and rogue; you are too far under earth for your prayers to reach the ears of gods or goddesses. Look upon me; and beg for quick slaughter”. The battle immediately turns against the party as Gordess dampens their initiative. As the party struggles to keep in combat, the spirits of the fallen dwarves outside in the plains whisper a lost secret to them; they have learned Refocus!

Pipsqueak is able to open the domed door with the last assistance of the dwarven skeleton outside; this is the spirit of Geth Belmont wielder of the Radiant Silvergun.

Upon Gordess’s defeat, Pipsqueak moves out of the domed prison back into the open fields. Reacting to her casting additional spells into the void, the rest of the companions join her. Before them are a battalion of phantasm Tomb Giants; much like the ones defeated alongside Gordess but with more powerful weapons. In the raised sky of the cavern the party can see a projected dragon’s face eclipsed mostly in shadows. Her eyes are older and wiser than Gordess’s but carry a strong familial bond; this is the mother of Gordess. She lets loose a powerful roar and tears down the walls of ruby and emerald surrounding the field. The debris pools up, rolling around 2 central points (one for the ruby and one for the emerald). Her draconic power brings life to these golems, Ruby and Emerald Engines surrounding a core of infinity. With that, the projection fades, the Engines burrow off into the distance and the phantasm Tomb Giants evaporate into ectoplasmic mist.

The party rejoins the beetle back in the ruby chamber and rides it back to the city of Ziggarat. They speak with the Makai and Yi Tu about their victory. Riches are split and spent. The next day, they move to investigate the southern cliff sides of Ziggarat and the foreboding inflammation of the southern sky….

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Betrayal at the Mussel, uplifting speech at the Witness.

The bards of Lyceum are working with the urban barbarians to get into sync. The barbarians are struggling working with the bards; they are weak of body. The companions decide to side with the barbarians using their skills to convince the bards the barbarians should lead.

At The Mussel, a surprise attack is launched by Lamashtu’s forces! Hordes of Nerizo flood the alleys around Beguile. These bipedal hound like demons wield firearms forged of Abyssium; a horrid substance that poisons anyone touching them who isn’t native to the Abyss. Survayas, Claddath and Kenth join the companions in the streets outside the Mussel. Claddath and Kenth push further into the streets in an attempt to defend the people of Beguile After defending the tavern against the hordes, the party escapes inside with Survayas.

Survayas seems poised to tell Soul who sabatoged the defenses outside the Mussel (protective wardings setup to prevent extraplanar travel) when she is suddenly stabbed! Soul’s courageous spirit helps her fight back the pain Party can give chase through the basements of the tavern until they come upon pantry with a floor secret door, inlaid with infernal sigils. Delving into the hidden bunker unveils a world of devilish worship; tattered oil canvases, vases teaming with fiendish flora. The iconography is well worn but in each piece is the symbol of two lantern flames encapsulated in iron cages. Fresh sacrifice litters the floor, several spots slick with innocent victims. Mixed in with the art are images of Rickshaw’s ancestors, adorned in worship to the infernal wielder of flame. Rickshaw’s disguised voice emanates from the far side of the bunker. He thanks the companions for cleansing the talisman and leading to the release of his patron saint. The forces of Lamashtu that held my patron prisoner, the disgusting Cult of the Red Rain, deserve to be stricken from this world. Ziggarat needs the focused leadership of the infernal, not the slobbering grotesque anarchy that the Cult would bring. He invites the party to join him in worship of the lantern wielder, to join the only force powerful enough to beat back Lamashtu and her cult. Rickshaw destroyed the protective sigils in the streets of Beguile to lure out the cult’s initial forces as commanded by the Lantern Wielder, to weed out who amongst the Rovers will be too weak to serve under the Lantern Wielder once this cleansing is complete.

Rickshaw transforms into a heresy devil and begins inscribing the first bible of the Lantern Wielder. Once the party defeats Rickshaw, they will find in the back of his underground lair a stretching river of unholy waters. The River Styx flows against the Mussle bridging the planes to Stygia and the Palace of Destruction where the Lantern Wielder holds sway building his power. A mysterious winged voice (Spirit of the Velve, Turul) will inform the party they cannot sail across these waters without a holy buffer to protect their vessel. Taking a sample of the River Styx and analyzing it at a Catherdral or Temple will reveal they need the whole vitae of a noble paladin who must give his life to ferry the ship to the Palace. Soul and dante purify bodies, burying in dirt after smashing up floor. SOUL READS SCROLL ON EACH CORPSE. Places “Caution Cellar” on the door as the party leaves.

Many of the Rovers have fallen in the defense of their base. As Dante moves amongst the wounded within the main room of the Mussel he hears the sounds of tears falling to the well worn bar floor. Kenth, the younger of the two drow twins, weeps over his elder brother’s fallen body. Claddath is no more.

A small (but vocal) migration of Besmaran clerics are heading to the Witness of Sarenrae. Lady Aqueous is arguing with them. Skill Challenge to prevent a spiritual divide between the followers of Sarenrae and the brazen minority (successful). At the Witness Sol gives his speech. Aasimars crowd the Witness, proclaiming the return of a fallen hero.

Dante returns to the Yi Tu Brotherhood with the companions in tow. He is told by Kalani that a small group of monks have left the Makai, fed up with what they see as weakness amongst the inhabitants of Ziggarat. These were the dude bros that have given Dante trouble in the past. These monks have joined the Adaro off the coast of the Bay of Life and declared independence from the city, calling themselves the Tide of Supremacy. With their intimate knowledge of the Bay they have been leading the Adaro in surprise attacks against the Makai and Yi Tu, attempting to collapse the very ground of the Bay of Life into the oceans swelling grasp (continuing to swell by the encroaching thunderhead). Dante convenes with the elders of Yi Tu who humbly asking him to petition the earth spirits below the temple to assist in defending the tunnels beneath the Bay against this newfound treat.

Dante and companions delve deep into the Training Pit; an entrance to the Elemental Earth plane housed within the Yi Tu. His last vision of the world above is Kalani. They both exchange gestures of caution to each other.

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Iridescent Grotto

Eager to seek more power in the upcoming battle with Lamashtu’s forces the companions decide to seek out the last remaining treasure of the Blue Lotus. This leads them off the coast of Ziggarat about a mile out to a serene underwater cavern. Battling some denizens of the ocean to gain entrance, the party enters into the lost Temple of Besmara, a much different place of worship than the current modern Cathedral. Here the forces of the Blue Lotus ruled, a powerful group of pirates and brigands brought together by the strength of the chaotic deity. Moving through the temple they discovering lost artifacts of Lady Aquaeous, the first cleric of Besmara. Dante discovers a first draft of Besmara’s holy texts which foretells doom for the city of Ziggarat. They battle evils from below the mantle’s crust in the form of Crag Man, brutal thugs who kill and pillage in glory of Ayzrul known as the Fossilized King.

Walking among the remains of the Blue Lotus’s forces, bits of armor and armaments left behind in a rush, the companions begin to fall against each other in discord; Pipsqueak in particular. The temple’s worship was driven by a very complex aquatic system of music known as the Handel, generated by a flowing curtain of blessed waters to pass through exotic instruments. The waters have become foul, drenched in brine and salt causing the once inspiring musics to become painful and bitter. Some equipment is rescued however; a suit of full plate armor, a mysterious sheath, and a portable smithery.

The party finds a second area! Seemingly entwined with the Temple another chamber is hidden to the west. Breaking into it, the party finds themselves inside the remains of a collosal sea creature. It appears to be the remains of another nightwave, but a positive energy version. The companions are beset by salt drakes from the cavernous ceiling above and begin battle. The companions prove themselves to be better warriors and defeat all by one of the salt drakes. The remaining drake is the leader, an alpha among his species with the appetite for combat. The party convinces the drake that his path to reincarnation as a true dragon lies in the world above, namely in the upcoming battle with Lamashtu.

Climbing above the Rising Annex, the party comes into the Ark of Wealth, the highest floor of the Temple of Besmara. Here resides the fortune of the Blue Lotus and her crew, as well as the music instrument that drives worship in the temple below; the Handel. Suspended above the large open cavern is a planar opening to the elemental plane of Water, seeded with the holy waters of Besmara. It is seething with chaos but docile as it is under control of the solaric dragon, Rezlara. The elderly brine dragon stands above the party, greedy for the wealth of magic and coin they bring on their person. She desires to add their treasure to her hoard and defeat them the same way she did the Blue Lotus so many centuries ago. The Handel lies in ruin around them, Relzara’s salt laden breath weapon having ruined it long ago. This caused the water passing through it to be out of tune and in turn drove the Blue Lotus’s crew mad.

The companions battle Rezlara and 2 dwarven arcanists, mercs of Rezlara. After heated battle of sword and spell and the fall of Soul the paladin, the party is able to strike a killing below on the great dragon. The holy book that Dante discovered below in the temple, the original Testament of Besmara, flashes with a solar light and the party experiences a vision of Ziggarat under siege by Lamashtu’s forces. Coming from the vision, the party gives the tome to Lady Aqueous who appears in the Antechambers of Song within the temple and pledges her loyalty to the party. The figurehead of the Seawraith appears as well and becomes a mobile ship (which can form a ship’s body from a large body of water) that follows the party around. Lady Aqueous returns to the Cathedral of Besmara with the holy book, the 3rd and final treasure of the Blue Lotus. Soul is brought back to life with the solemn information that his goddess Sarenrae is mute, her vocal chords missing.

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Ziggarat Defense Council, preparing for siege

Soul tithes 27k to the church. Soul spends gold to buy enough BP to build an Exotic Artisan shop for Abe attached to brewery.

A few days after freeing the Ajari District and cleaning up the plantation, the companions are set upon with requests to discuss the defense of the city. The leaders of the various guilds and militias of the city wish to meet at night.

The party obtains enough good will and financing after rescuing the Ajari Plantation to construct the following buildings which have :

Items highlighted were choosen

Any 2 of the following, each deployed to Inlet+Beguile, Pearl Garrison, the Proper, or Bay of Life
INLET+BEGUILE Bardic College – 3 rounds of every combat, gain inspire heroism (must be declared at beginning of round). Rounds do not need to be spend consectively.
Foreign Quarter – 1/combat, reroll any failed save.
Guildhall – 1/combat, treat your character level as 4 levels higher for any activated ability
THE PROPER Military Academy – all movement speeds increased by 10ft, +2 initative, fast healing 5

Any 2 of the following which gets deployed to every area in the city

Hospitals – Any time you receiving healing that is not a cantrip, fast healing, or regeneration, heal an extra +2d6
Museums – Preserve the culture of Ziggarat and it’s peoples against the encroaching hordes
Caster Towers – At the beginning of every combat, call down 10 magic missiles divide amongst any number of targets. This ignores spell resistance and functions in any anti magic field.

The following representatives gather at the plantation throughout the looming dusk. The city’s weather has gotten worse, and flooding has started to occur along the coast. Relm’s Blessing is maintaining with it’s powerful abjuration magics but the rest of the city is moving inland and building seawalls. It is under this slowly building chaos that the city’s defense council takes place.

From the north assaulting the Bay of Life will come the adaro and Dude Bros.
From the west assaulting the Inlet and Beguile will come the Daughter of Lamashtu and her demonic forces.
From the east assaulting the Proper will come the fallen paladins of Sarenrae.
From the south there is silence. A bleary red glow hangs in the air like a sunset that won’t quite leave. The sky seems inflamed and swollen yet nothing has emerged. Lainadan states he will turn his divination techniques to this area in the upcoming days.

Runas Deep – speaks for half elves and Jim Jum elves
Captain Insali – speaks for the rest of the Yccona refugees
Alexandra Hera – speaks for Opalescent Guard
Claddath and Kenth – speaks for the Rovers
Hazzier – speaks for the general public, those without religious conviction
Father Agni – speaks for Besmara and the merchant districts not controlled by the Rovers
Aganon Hera – speaks for Sarenrae and the Pelagic Way
Kalani – speaks for Makai Brotherhood
Uron – speaks for order of Eccelsia
Vesz – speaks drow and dwarven nomads
Vekel Gully – speaks for the Pearl Garrison
Lainadan – watches from the comfort of Eccelsia via numerous divination techniques. He does not hide this, and states he is doing it to make a recording of the events.

Main points of contention – protecting the half elves or let them go? Should the city try to evacuate into the wastelands? Should the city try to evacuate to the plane of shadow? EVACUATE TO BOTH, TRY TO SPLIT UP SO ONE SECTION CAN CARRY ON THE CITY’S LEGACY Who should be the first line of defense on with front (beach head MAKAI vs wasteland gates BARBARIANS BARDS vs Pearl Garrison OPALESCENT’ GUARD vs Bay of Life YI TU, rovers city wide, clerics everywhere except the proper, Pelagic Way will defend the waters)

BEGIN TRAPPING MAJOR ARTERIES OF THE CITY, PRIMARY FOCUS TO SLOW DOWN ASSAULT.

WEAPON FOCUS GHOST TOUCH WEAPONS FOR BARBARIANS TO BATTLE THE FALLEN PALADINS.

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Jolanera, Nightwing queen of the Isle of Terror

The companions battle their way into the Ajari Plantation. Searching it’s rooms, the party battles hordes of vicious animals, necrotic oozes, and delves into the lineage of the Ajari tengu family. Moving to the 2nd floor the party encounters Ehrimun, a ghoul’d necromancer. He is defeated and the party discovers a foul creature, Jolanera, has been whispering into his ear to get him to bring her magical items from every corner of the city. She has been pretending to be the spirit of Ehrimun’s former master, the missing wizardress Lilyana.

Despite Dante falling in battle, the party champions against the undead creature with the help of Ajari. He appears from the Cosmic Fire to help cleanse his home. Dante is brought back gaining new found power from the mysterious Beowulf in the Cosmic Fire.

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Freeing the Ajari District

After a plea from the city’s leaders to seek a neutral place to discuss defense plans for the upcoming demonic invasion, the companions decide to call on their deed of ownership of the Ajari Plantation; a large home within the Ajari District that has fallen into evil hands over the past years. They successfully chase off a band of tengu brigands that loiter outside the plantation. Fighting their way in against beheaded; severed heads risen into undeath, the companions find themselves in what appears to be a necromancer’s laboratory.

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Readying for war, the Companions speaks with the city

In a feat of training and martial prowess, Dante communes and attains great power at the hands of Beowulf, a mysterious outsider hailing from the Positive Energy Plane. The protector of Ziggarat’s waters, Beowulf gives Dante the breath of positive energy which he can now use to power his elemental fists. He tasks Dante with further protecting the waters of the city. Before this, Dante engages in friendly sparring with Kalani in the Sanctum of Gaia, one of the three building that houses the Brotherhood of the Yi-Tu.

Sol and the companions finalize their building and construction of the Lusty Paladin, a group sponsored tavern that serves to relaxes all citizens of the city. Here they meet several new faces; Na’eroth Shinder the mistress of the establishment, Jodocus Silver a young former paladin to Sarenrae that appears telling the companions of a chilling tale outside the city. The grand opening also serves to allow the companions to finally meet the dwarves of the Hinterlands. They dwell within the shadowlands on the west coast of the city. A meeting is planned at the Ajari District between the city’s leaders once the area is recovered.

Pipsqueak completes her work with Juno, discovering her cosmic bloodline allows her to slip into the future during her dreams, bringing back the study of new spells and experience of future events. She is able to teach the young girl how to control her metamagic.

Sol speaks with Obol at the Tower of Istima to discover more about the dark Lantern Wielder’s wereabouts.

Haloren defends the life of a half elf against further tengu Blackfinger agents within the Cathedral of Besmara whilst visiting his friend Alexandra.

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Aftermath of the battle at the Bay of Life

After an excruciating battle under the ocean’s surface within the belly of the dragonship, the companions are victorious against the forces of Mulla. The dragonship itself makes one last attempt at destroying the bay; it’s elemental spirit in such distraught and pain that it’s draconic breath tears the ship in half before making landfall. Alexandra Hera is horribly wounded shielding Haloren and the rest of the companions are pitted and scarred from the acidic windfall. The apparition of the daughter of Lamashtu, this time without mistake that of a colossal black dragon, appears within the thunderhead that came with the enemy fleet. She again demands all living half elves be brought to the Marinas else the city face great calamity within a week’s time. Her dragon fear permeates the citizens of the city; her voice is female but strong carrying a thick tropical accent.

In the following days, the companions make their final decisions how best to spend their time. Half elves begin to fear for their lives from their own neighbors as those they called friends begin to turn on them in the street. Through his silvered tongue, Haloren is able to dismiss the dragon fear in all regions except Oboro with a few well placed half-truths. The Lusty Tavern opens her doors to patrons for the first time. Dante establishes his own monk discipline known as the Brotherhood of Yi Tu which has attracted some other worldly attention.

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Defending the Bay of Life

Dante is approached by Kalani; the Bay of Life is under attack! Journeying to the north of the city (without Eilora, who has stayed behind with her order to finish translated the Shadow Map) Dante and the companions investigated one of the main fisheries to find it has been poisoned by an evil Adaro druid and sea hags. After a pitched battle, they are able to defeat the foes with little damage to the fishery. Exiting the cave, they are awed to see a large scale battle being waged along the Bay; demonic evils on wing carrying the monks of the Makai to their death in the ocean nearby. Kalani assists the companions in getting to a nearby dragonship, the main point of attack by Lamashtu’s forces. Shrouding by a black thundercloud, the dragonship commanded by a thunder giant begins launching explosive rounds at the shore.

With the help of the undine, the party is flown to the ship and begins battle with the head adaro priestess, Mulla. Her forces consist of the drowned dead and shadow owb mercenaries.

Elsewhere in the city, Eilora and a strange band of mercs are attempting to close a massive planar portal near the Tower of Ishtma.

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The Makai Brotherhood, Ecclesia, finishing the Shadow Map, and the Oboro Whetstones

Back to Ziggarat proper, the party splits up amongst the city. Dante ventures back to his home of training, the Makai Brotherhood. He finds that the higher order of monks have been slain months ago by the adaro and his former order is now ruled by a young half elf female monk named Kalani. Dante determines to find his own order representing his knowledge of the earth and ancient dwarven peoples.

The party also ventures back to the Mussel and finds Survayas has completed (with the help of the Rovers) the Shadow Map to the best of her abilities. One of the seven conduits within the city needs cleansing, and the party delves into the conduit finding malnourished fey and creatures inside. They are defeated in heated combat. The party finds a vile trap, represented by Obol statues, that seemed to lure and capture creatures into this pocket of the plane of Shadow. They destroy the trap.

Eilora and Pipsqueak go to the wizard’s order of Ecclesia, meeting several of the upper echelon. Eilora drops the map of Shadows off with her teacher Bellethiel who promises to finish the planar bindings between the conduits. Pipsqueak extracts a promise from Fayla, the halfling master of Procurus: if Pipsqueak can help Juno survive her newly awakened sorceress bloodline, Pipsqueak will be made an honorary member of Procurus. Also, Eilora is given permission to being shopping with the platinum slates within a few days.

The party also creates a meeting between the drow and dwarven nomads which results in a drawn out battle. Someone has sealed the building the nomads were to meet within (staggered with the party, so that the nomad groups would NOT see each other). The party discovers a seal of a lost Ecclesian sect that Eilora cannot identify. They intercept the battle and manage to broker a deal with both sides to help raise the power of Ziggarat’s magic arms and armor. As part of the deal, Dante is tasked to protect the dwarven histories and Sol is tasked to defend the drow histories.

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