Ulfgar's Enemies Part I

In The News

Sharn Inquisitive: Sul 8 Barrakas - Front Page
Shifter Heroine: I Hate Shifters - I Want to Kill Them All - I think most of us recall the atrocity that happened at the Cathedral of the Cleansing flame only a few short weeks ago. None probably remember it better than Sadie Wolfchild - the Shifter responsible for fighting against the foul creatures who were attacking the service. We recently caught up with Sadie and asked her how she was different from the rest of her violent and dangerous kind.

Sadie would be considered a bit of a loner. She described the service as awful and made no qualms about saying that there were many bad Silver Flame adherents. She also, however, had not problems saying she hated most Shifters - particularly gorebrutes. Originally from the monstrous country of Droaam, Sadie has now taken up with an elf and a halfling, abandoning her hated Shifter ilk. In fact in one statement she virtually said that she wanted to kill all shifters. She wants to protect us from the dangers of shifter kind. Can she protect us from herself though - I wonder.

Sadie lives in the Olladra's Kitchen district.

Sharn Inquisitive: Sul 8 Barrakas - Front Page
More Bad Weather to Come - Some people were calling last weeks monster storm the storm of the year. The storm did damage to several towers, especially in the upper city, and fifteen sailors and dockworkers were killed when a frigate slammed into the docks in Lower Dura. However, soothsayers from House Lyrandar are predicting more of the same. They expect this Barrakas to be one of the worst months for storms in recent memory. Experts are advising citizens to weatherproof their homes - especially in the upper regions of the city. House Cannith and House Lyrandar have come together to offer a number of items and special charms to protect your home and family from these storms. In addition many voyages out of the city by sea have been indefinitely postponed - those who think they might be affected should contact House Lyrandar immediately.

Sharn Inquisitive: Sul 8 Barrakas - Special Interest Page 3
Cult of the Halfling Above - Infamous city crackpot Geoffrey Questington is at it again. He has been in the news in the past for his Absentia induced debacles. This time he has reached a new level - and has started a new religion, which he refers to as "The Cult of the Halfling Above," as a tasteless mockery of the horrific "Cult of the Dragon Below." Geoffrey claims he was out walking the streets of lower Sharn during last weeks massive storm. He was convinced that he was to create a new religion and was looking for divine inspiration - and he found it. According to Questington as he walked the streets he suddenly saw a halfling descend slowly from the sky. Before he could speak with her she had disappeared into the night. Convinced it was a message from the gods he has now set up a small temple in a house near the site, and is gathering a small following of street people - promising them free meals in return for their devotion to "The Halfling Above"

Chronicle

The common room of The Lizard's Mantle was in good spirits. A hot summer day had melted into rain and a cool evening, but the inn was warm and happy. Cora, Thaspar, and Sadie were enjoying the atmosphere to relax and simply have a pleasant evening.

Suddenly the door to the inn burst open. For a moment the howling wind and rain roared into the inn, making a puddle by the door and blasting the entire room with an unpleasant draft. As the door swung shut, the parting rain revealed the soaked figure of a dwarf. This was not particularly unusual of itself; however, his dress was. Despite being a fine inn, The Lizard's Mantle was located in a distinctly lower class area, but the dwarf was exquisitely dressed in the finest clothing, and in his hand he held a walking stick topped with a magnificent jewel. Also, though dressed in finery, he had the look of a hunted animal, as his eyes darted across the room. Suddenly they caught upon the party, and he promptly grasped his walking stick in hand and strode purposefully across the room towards them.

"The names Ulfgar," he said - his voice was gravelly and held only the hint of a Mror accent, "and I believe y’can help me."

As he and the party talked he explained that a cloaked figure had been following him for the past week. Everywhere he went he would catch glimpses of this person following him. He had no idea specifically why he was being followed, but he guessed that it might relate to his position in the vaults of the Kundarak bank. He dealt with all sorts of treasures and items, and perhaps someone was after one of them. He offered to pay the three 100 gold just to get rid of his pursuer, but 1000 if they could track down the source of the problem and solve it for him.

First off, Sadie climbed out onto the roof of the inn, by the small window in Cora's room. Slinking to the edge of the shingled surface she could just make out a figure in the howling rainstorm that was consuming Sharn. Even here, in the lower reaches of the city the water was pouring hard and the wind was loud.

Returning to the common room the trio devised a plan. Thaspar would head out with Ulfgar to protect him. Once they had left, and the cloaked figure had presumably started following them, Sadie would begin silently following the cloaked figure. Secretly Cora also planned to follow Sadie. Thus began a game of cat and mouse through the streets of lower Sharn.

Ducking through alleys, passages and the foundations of towers the string of followers slowly made their way towards one of the lifts up to the upper city. As they came out into a region of the city which was less labyrinthine, and more open - with real, individual buildings - the cloaked figure suddenly ducked into an alleyway. Cautiously following, Sadie crept into the same alley, but found the figure staring directly at her. She had been seen and this was a test! The figure suddenly took off as fast as he could. Thinking quickly Sadie scurried up the side of the nearest building and out onto the roof. The streets were nearly devoid of people in this storm, and she could clearly see the cloaked figure racing away from her. Running forward, her claws tearing into the shingled roofs, she chased the figure, jumping from rooftop to rooftop with amazing agility. Looking behind him, but not up, the figure did not see his pursuer, and finally decided he had lost pursuit, and doubled back, through alleys on the far side of the street. But Sadie was ready. Gathering up all of her strength she made a crazy dash towards the edge of the roof and in a single fluid motion jumped the twenty foot street - landing, catlike, on the opposite side - and continued pursuit.

Meanwhile Cora had been waiting at the junction where she had seen Sadie climb the roof and pursue the figure. When she saw him and then Sadie pass - heading towards the upper city lift once again - she too fell into pursuit.

Soon Sadie reached the lift, which was situated at the base of one of the tall towers which reached into the upper levels of the city. The lifts were wrought iron cages suspended on glowing and undulating strings of magical force. The figure was already a short ways up the lift, so Sadie climbed into another cage (there were four in total - but only one was currently at the lowest level). Cora, unfortunately arrived as both were a fair ways up, and had to wait a considerable time for another lift to arrive.

By the time Sadie reached the top her quarry was long gone. He had clearly noticed her in the lift below him and used his head start of thirty seconds to his advantage. Though she searched she could see nothing in the screaming rain. The rain was much worse in the upper city. It came down in howling sheets. The streets were slick and it was hard to see much of anything in the maelstrom. Unaware that Cora was behind her she struck out towards Ulfgar's home, hoping it was the direction that the cloaked figure had taken.

Meanwhile Thaspar had dropped Ulfgar off at his mansion and was about to make his way home, when he noticed the cloaked figure watching him from the shadows. Throwing caution to the wind he charged at the figure full bore. Of course the figure took off at full speed away from the elf.

It was a mad chase through the bridges and balconies of upper Sharn. At every turn the slick surfaces made the chase treacherous, and on the bridges the screeching wind threatened to knock them off into the city below. Splashing recklessly through puddles they ran - but Thaspar was gaining - slowly. Finally, Thaspar was almost upon the figure when the rounded a corner and crashed headlong into Sadie. All three were tossed into the air - but whirling with acrobatic finesse they all twirled through the air and landed on their feet, facing each other.

Standing menacingly in the howling rain the cloaked figure said, "What do you want?" in a disturbing sort of choking, burbling voice.

"Who are you?"
"Why are you following Ulfgar?"

The figure made a revolting retching noise that resembled laughter.

"You know what," it said is the same choking voice, "I'll tell you who I am. I do not have a name, but I work for the Daask. In fact - I work for a minotaur named Takkani - based out of the Cogs. You can find him at 452 Blastfire Street - it’s just off the main thoroughfare... You might be wondering why I am telling you all this. Well, because you are about to die!"

Suddenly two fleshy tendrils shot out at Thaspar and Sadie and the figure’s cloak fell away to reveal a disturbing creature beneath. It was a pale, emaciated figure – its pale pinkish flesh pulled taught over is bones. All of the skin on its body was covered in a layer of tiny writhing cilia, which grew to a tempestuously flailing mane of longer tendrils around its head – including two especially long appendages growing from its pulsating shoulders. Near the top of its hairless, but cilia covered head were two deep, sunken, and empty eye-sockets. As the cloak fell the creature opened its mouth, full of misshapen teeth, and shouted a gurgling roar and its flailing tongue, nearly a foot long, spewed forth.

They had only a second to ponder the creature's gruesome visage before the first tentacle swirled around Thaspar's neck, then tore into the flesh of his shoulder and began sucking out his vital fluids. The second did the same with Sadie's side. While Thaspar tried to break free from the embrace of death Sadie wriggled from its grasp and just missed landing a deadly blow. Realizing that grappling one foe while the other was free to strike was ill advised the creature let go of Thaspar, but delivered a crushing blow to him with his cilia covered fists instead. Thaspar answered back with a fierce flurry of sword blows, while Sadie plunged her dagger deep into the abomination's back. Turning, the creature wrapped both its foul tentacles around Sadie this time, and forcing them into her side began drawing out her life fluids once again. Thaspar continued his assault of the creature, but he seemed intent on draining all of the life from the shifter as the rain continues to drench the scene.

Then Cora arrived.

A well aimed dart shot out of the raining darkness and pierced deep into the creature's back. With a gurgling howl of rage the figure turned, its tentacles flailing madly, and ran towards the halfling. The foul thing shot its tentacles out over the ledge of the balcony to the skybridge that Cora was standing on (the two met a right angle). Easily grabbing the small Cora in is grip the horrid creature pulled Cora up and over the skybridge wall. Its smaller tentacles and cilia writhing wildly now, he pulled free, and left Cora to fall to the city below.

This made Sadie and Thaspar very angry.

They dove into combat with the creature with fury. Thaspar, with a glancing blow shaved an entire swath of cilia from the figure's abdomen. The creature once again tried to get ahold of Sadie to finish his work, but this time she was too deft and he could even touch her. While the creature was preoccupied with the shifter, Thaspar swung his blade up fiercely, and in a spray of foul smelling pink goo the creature’s tentacles were severed. Still in shock, the creature was not prepared as Thaspar followed through on that attack by shoving his sword through the creatures ribs.

The cloaked figure shuddered - then fell.

It lay dead on the cobblestones. He and his tentacles were still twitching and the rain was spreading a pool of thick pinkish liquid which appeared to be blood - or something like it. Sadie immediately ran off in the direction of the lift, looking for Cora. She assumed, and hoped, that she had made good use of her featherfall amulet. In the mean time Thaspar searched the body. The creature was carrying significant amount of coin (about 300 gp worth) and leather boots which, up close, gave off a faint orange glow. Upon grabbing the boots Thaspar found they were full of the viscous pink goo which had now covered the ground around the body - he decided to let the rain clean them out before using them.

It wasn't long before Cora and Sadie returned. Cora had indeed used her featherfall amulet - 50 gold was a small price to pay for her life. Reunited the trio discussed their next move as they dragged the creature's body towards Ulfgar's estate. Unfortunately though the creature had given them full instructions to find his employers, neither Thaspar nor Sadie were particularly quick, nor good at remembering facts - and neither could remember very much. By talking it through they recalled that his employer was a minotaur, a member of Daask, and worked out of the Cogs. They also thought he mentioned something about Blastfire Street.

When they reached the dwarf's estate they were greeted by a somewhat surly gate guard, who did not want to disturb his master in the middle of the night. After some smooth talking Cora ("assisted" by Sadie) eventually convinced him to at least talk to Ulfgar. He brought back a message that Ulfgar would talk to them in the morning unless it was urgent. Slightly annoyed, they left the corpse of the cloaked figure outside the gate.

The next day they set out for Kundarak bank to meet with Ulfgar once again. Taking the lift to the upper reaches of the city they eventually came to Kundarak tower.

Kundarak Tower was an imposing structure in the Korranath district of the upper central plateau. Nearly a mile in perimeter the tower was rimmed with huge supports of mortar and stone. Despite its massive girth the building had but four entrances, one on each side.

As the trio approached, the glass door was opened by a well dressed dwarf in a red uniform. The door opened onto a long and splendidly decorated hallway, and the floor was covered with exquisite red carpet. The hallway led to a large central chamber. The room was circular and a set of 5 stairs descended from the four hallways which met there. The room was brightly lit and a few dwarves and other races milled about. From each of the four points of the room that did not lead off to a hallway a magnificent fountain of water cascaded down crystal tiers. In the center of the room a large square pillar stood, covered in marble. Two doormen stood on either side of the southern face, and a small group had congregated waiting to get through the doors onto the lift which went to the top of the tower.

After a few minutes of waiting the lift arrived and the three stepped on with the rest of the crowd. After a lengthy ride in the splendid elevator they reached the top floor - Kundarak Bank.

The floor and pillars were marble. The railings and trim were gold. The entire place exuded wealth. And wealth in great abundance. The room they were in was large and spacious. To the west it opened out into daylight beyond a gorgeous set of columns. To the east a large hallway led further into the bank, flanked by well armed, dwarves – trying not to detract from the serenity of the atmosphere. Along the north and south of the room were various desks, and door, and hallways. Near the center of the room was a small kiosk which seemed to be the place to ask for help, judging by the overly keen and friendly looks on the faces of the dwarves behind the counters.

Cora desperately wanted to see the view from the edge of the tower, and so all three left the bank building itself an explored the outer grounds. Kundarak tower was one of the tallest in Sharn, and the view was breathtaking - you could see almost the entire city from up there. Their sightseeing done, the party returned to the bank and inquired at the information desk about an appointment with Ulfgar. The friendly attendant said that he did not see an appointment, but went to check, and returned, saying that Ulfgar could see them in a few minutes. And so, a few minutes later they found themselves in the dwarf's office.

The room was not large, but was immaculately kept. The desk was clear, everything filed neatly away. Almost the only sign of use was Ulfgar's gemmed walking stick resting against the desk.

"Hello! I found that creature yeh killed last night," he said handing them their reward, "Thankyeh for takin' care o' that. Now, d'yeh have any leads on the reason behind it?"

As they once again walked around the grounds outside the bank, Cora relayed everything they knew about the creature’s employers and The Cogs. Ulfgar said that he had no idea why the Daask were after him and reiterated that his offer still stood if they could solve the larger problem. Ulfgar seemed somewhat detached until he burst into tears. He said that he was afraid of the Daask, and he was having trouble in his marriage, and nothing was going right at the moment. Cora tried to comfort him, but he quickly stiffened up, wiped away the tears and bade farewell as if nothing had happened.

Returning to the notably less grandiose environ of The Lizard's Mantle the group made their plans to descend to The Cogs, and made preparations for the journey.

As morning came, the three made their way to Cogsgate in Lower Tavick's Landing, and with a crowd of weatherworn men stepped onto one of the lifts which traversed the deep shafts down to The Cogs.

The wooden lift creaked as it descended slowly into the depths of Sharn, carrying the trio and three weatherworn men. Though it was supported only by magic, the rotting wood and broken roof supports on the wooden cage were enough to make anyone doubt the security of the group’s predicament. By this time, however, it was too late – the rock and stone of the shaft was slipping past them. For the most part they saw only smooth stonework, but occasionally one of the walls would fall away to reveal large caverns or chambers for a few seconds. After a long descent the lift came to a rest and the party got their first glimpse of The Cogs.

The lift opened into a long, narrow, unimpressive passageway. The walls were thickly coated in a black residue, and sputtering everburning torches dotted the walls – just close enough together so that the pools of dim light they put forth barely meet. The passage stretched on to a four way junction with a similar hallway. Beyond that it opened into a larger chamber of which the three can see nothing but a fiery red glow.

But the heat. And smell. The temperature was drainingly hot. The air was filled with the choking stench of smoke and sulfur. It stung their eyes and burnt their lungs with each breath.

Suddenly the ground was shaken by a huge bang leaving rumbling aftershocks that very slowly dissipated. Soon after another boom came from another direction. The air was filled with the low rumble and crash of industry.

Grim, world weary men trudged through the hallways, interspersed with the occasional warforged. They were in The Cogs.

Walking to the end of the hallway, the group stepped out into the red glow, and were immediately overcome by a wave of sickening heat. They were standing on an interlaced iron walkwalk that extended around the outer portion of a enormous cavern, at least half a mile across. 100 feet below a huge sea of fiery lava boiled and churned – bathing the entire cavern it is unimaginable heat. The walkways also extended out over, and across the lava. In the center of the pool, attached somehow to the roof of the cavern was an immense conglomeration of seemingly arbitrary iron girders, platforms, stairs, walls, and machines, which stretched all the way down to the liquid rock below. The structure was covered with workers, many of them warforged, running the ever churning array of machinery.

Cautiously skirting around the outside of the massive chamber they made their way ever deeper into the cogs. A mass of twisting passages, and huge fiery caverns, The Cogs were made much more navigable by the map they had bought on the surface.

Finally they reached Khyber’s Gate.

They entered a large chamber with a low ceiling. Lit by sputtering everburning torches, a small crowd of humans and goblins milled about, coming and going from a number of low street-like passages that led from this central chamber in haphazard directions. Some above or below the floor were led up to with stairs or wooden ramps. Across from the trio a large street stretched into the dim torchlight.

An overwhelming majority of the creatures milling about in the room were goblins, but there were humans too, and even an elf – though his mannerisms were more similar to that of a goblin than any elf, as he scuttled across the street from one passage to another. The creatures seemed to be primarily buying and selling “goods” (if you could call them that). In the distance two ogres drunkenly stumbled out of a bar, and a pair of goblins eyed the party from the shadows.

The other difference was the smell. It was the smell of squalor – garbage, sweat and a little sewage. The overwhelming stench of smoke and sulfur was lessened here, but is still hung in the air – adding to the overall unpleasant scent.

The trio didn’t have a lot of time for contemplation, however, as a short goblin limped up to you and groaned, “Spare coin sirs?”

As they were speaking with the goblin Thaspar noticed his purse being cut. He shouted and alarm, but it was too late. Sadie and Cora had already been robbed, and the thieves had fled into the crowd. What a welcome.

They made their way slowly through the underground thoroughfare, looking carefully for Blastfire Street. After about half an hour of walking they finally came upon a faded sign, painted on a slab of rock, which read "Blastfire Street". The street was barely more of an alley, but immediately to their right they could see the entrance topped with a gargoyle that the aberration had described. The steps leading up to it were guarded by two gnolls (large hyena-like creatures). While they were sizing up the situation and deciding a course of action they noticed two goblins approach the door, whereupon the gnolls simply let them in. Cora decided that the gnolls looked like pushovers, so they walked up to the door to see if they could gain entrance.

The gnolls did not seem quite as eager to let them in as they had hoped, instead threatening and mocking them in high-pitched dog-like voices (interspersed with horrifically annoying hyena-like laughter). However when the trio mentioned Ulfgar d'Kundarak, the gnolls were suddenly interested, and one went inside for a moment.

"Right this way, Takkani will see you..."

The gnoll led them into a small foyer with doors to the right and left. Taking them through the right door they came into a small room. To the south was a desk, covered in papers, but of more interest was the table in the center of the room. The table was surrounded by chairs, in one of which a large bugbear was lounging. A goblin sat next to him, looking pitiable. The reason seemed to be that the creature's hand had been nailed to the table with a large spike. Screams of agony drifted from the door to the north.

The bugbear merely snarled and said, "Sit down."

They weren’t so sure that coming here was such a great idea after all.

After several minutes of waiting, the bugbear eventually got up and went into the next room, leaving them alone with the goblin. Wasting no time, Cora moved over to the pile of papers, and deciding that the goblin was distracted quickly perused the sheet which lay at the top.

Takkani – rumor has it that a Dwarf in the upper city has the keystone to Aeren’s tomb. If this information is worth something to you I would consider providing you names in return for three months “protection”. – Elke Drimrot – BladeTrade

Nonchalantly pocketing the paper, she returned to the table. It was actually a few more minutes before the bugbear returned. This was turning into a boring visit. It was about to get a lot more exciting though. When the bugbear returned, the goblin called him over. He whispered something to the bugbear, who looked up - right at Cora - then pulled out the spike and left the room with the goblin.

"Uh guys. I think we should go. Now!"


Wisely, Sadie and Thaspar heeded Cora's words. They quickly left by the way they had come, trying to act natural as they walked past the gnoll guards. But Takkani had a particular creature in his employ who made sure no-one came or left without escort. Cora and Sadie were allowed to pass by, but as Thaspar brought up the rear he suddenly found a large, spiky padded hand wrapping around his face. Unable to breathe or make a sound he struggled silently. The appendage squeezed his head - which felt like it would burst. Finally he threw off the hand, and got a glimpse of his foe - a small, twisted little humanoid - clinging to the ceiling - with long arms which led into large spiky pads. As he drew his sword and shouted a warning the creature immediately lashed out with the other arm and once again engulfed his head.

The gnolls too were expecting the three to leave with and escort, and had already begun moving to cut off escape when Thaspar's shout alerted everyone to the present danger. Making a dash sideways off the stairs Cora caught her foot on a loose stone and literally fell onto a gnoll's axe. In a splatter of blood she lay unconscious. Sadie jumped down and desperately fed Cora a potion - but the axes of both gnolls sliced through the air towards her unprotected back as she did so. The first found its mark with a sickening crunch, but the second was miraculously deflected by the one already embedded in her back. As Cora regained consciousness Sadie hefted her over her shoulder and made a run for it.

Meanwhile Thaspar was having a pitched battle with his ceiling assailant. Each time he would struggle free and try to attack the creature it would just grab his face again. Finally he decided to make a run for it - and like Sadie and Cora ran out the door, and jumping down the stairs fled from Blastfire Street and down the main thoroughfare.

Only one of the gnolls pursued the party. They made quick work of it.

Exhausted, and amazed to be alive, the trio made their way back through the underbelly of the city, eventually returning - after a long trip - to the lift up to Cogsgate. Wearily they paid for a skycoach and made their way back to The Lizard's Mantle. As they rested in the cab of the coach Sadie noticed that a couple of other skycoaches seemed to be following them.

Suddenly an arrow whistled through the air and with a thud the middle-aged gnome driver slumped forward. The skycoach pitched, and shot strait downward. As their stomachs lurched they could see the streets below rushing up to meet them.

Timeline

  • Sul 8 Barrakas - Met Ulfgar and fought cloaked figure
  • Mol 9 Barrakas - Met with Ulfgar at the bank
  • Zol 10 Barrakas - Foray into the Cogs

People

Ulfgar d'Kundarak
A member of house Kundarak who works in the vaults of Kundarak bank. Recently he had been stalked by a Daask agent and hired Cora, Thaspar, and Sadie to track down the reason why. He is exceedingly well dressed and can be both confined and emotional.

Heroic Actions

  • In a single arcing curve of his sword Thaspar severed the two long tentacles of the cloaked figure
  • Cora gave a gold piece to a random Cogs worker

Heroic Quotes

  • "Why am I telling you all this? Because you are about to die!" - Cloaked Figure (who incidentally was completely wrong)
  • "Aaaaaaaaaaaah" - Cora (falling)
  • "Uh... I think he said his boss was a minotaur?" - Thaspar
  • "Uh guys.... I think we should leave now." - Cora

Adventure Names

  • Robert - Too Many Things Grabbing Me
  • Robyn -
  • Bryan - Roofrunner

Legends & Lore

Sharn is a vertical city, and over the course of centuries the people of Sharn have developed a variety of sporting events that take advantage of the unique architecture of their home. Windchasers dart around the towers following elaborate racing paths, while skyblades joust far above the ground. But one event overshadows the rest: the Race of Eight Winds, which is held on the 23rd day of Barrakas. This event draws spectators and gamblers from across Khorvaire. Part race, part aerial battle, this stunning spectacle has shaped the culture of the Dura Ward -- and this event can present many opportunities for adventurers.

The race itself is a test of speed and skill, challenging the reflexes and combat skills of both beast and rider. From the starting point in Hareth's Folly, the race takes competitors on an intricate course that weaves in and around the towers of Sharn -- and since contact is allowed between riders and beasts, the racers can always try to win by eliminating the competition.

Traditionally, each region enters a single beast and rider in the race. However, if a region makes a 250 gp donation (which goes into a general treasury to offset the cost of the land grant), it may enter a second contestant. While this is rarely done, it is the primary way for outsiders to enter the race. A would-be contestant would need to negotiate with the Wind Guard and find a region that willingly lets her participate under their banner.

The race itself is a dangerous event. Full contact is allowed between beasts and riders, and beasts can use any natural weapons that they possess. Riders cannot use spells, psionic disciplines, dragonmarks, magic devices, or alchemical items, and anyone who breaks these rules is immediately disqualified and exposed to mob violence. A rider is allowed to carry a sporting crossbow and a dozen quarrels; this is similar to a light crossbow, but is less powerful. This allows for entertaining conflict while preventing swift kills.

The victorious rider receives a 500 gp purse and a small parcel of land -- while the Wind Guard of the winning region lays claim to the Rod of Eight Winds. This mysterious item is a major artifact recovered from the depths of the city long ago; some say it is linked to Syrania and projects the effects of a manifest zone within a short distance. However, few of the people of Dura have any interest in the rod's history or powers. What matters is its current role as the symbol of Dura's pride -- and each district is desperate to claim it.

Statistics

Date Played: October 29, 2005
Session Length: 6 hours
Experience Gained: 1070/character
Foes Vanquished: Dolgaunt, Gnoll
Foes Fled From: Gnoll, Choker, Bugbear, Goblin, and possibly a Minotaur.

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