To seek safety...

3/19/2000

Prelude

At Long Lake
Hmm... Interesting...

The Temple
They have succeeded my lord
Good, good. Call forth the Urd, send the Company of Shadow, and extinguish the flame of hope.

The Manor
Can they succeed?
I know not my Liege, I know only that they must not fail.

Summary of the Adventure

Moving quickly, the company escapes from the Shoulders of the World, fearful of the eruption which seems imminent. Making their way down the mountain, they encounter a company of Dwarves led by Fatslaf, a priest. A quick conference refeals that they share the same mission. Fatslaf sends his men back to the dwarf lands to fight the dark forces that have risen there while he joins the company.

The next several days pass quickly, though none of the company will likely forget them. The darkness has grown and many fell beasts are about. They are dogged by Urd for much of their trip until Daran speaks a charm which lets them pass untraced. They finally arrive near the town and begin scouting. Daran uses his cuff and circlet to scrye the town.

Several townsfolk are held prisoner still in Androth's home. The temple seems largely deserted, although there are several prisoners chained to the remains of the altar - they appear to be sucked of their energy. Most of the priests are on the lake shore, conducting some dark ritual. Daran relays his findings to the group and a plan is formed.

From what they know, the forces of darkness can not be defeated until the charm of night is broken. To do that, they must take the flame to the temple and touch it to the altar. Much debate ensues until finally, Malz and Daran say that they will not be in the frontal assalt some seem to favor. Instead, they counsel sneaking into the temple with the flame and then seeing what happens next. Malz readies three spells of flying and Daran renders the group all but invisible.

As they arrive on the rooftop, the two wizards decide to crash through the glass of the window. They succeed, but a moment later are caught in an icy blast from below. The remainder of the company rushes to their aid, with Fatslaf climbing down and most of the rest jumping. A spell leaves several body guards paralyzed and Androth is able to make quick work of the wizard, while the others contend with various other threats. Fatslaf takes up a position in the lone entry to the room, using his powers to damn the undead who try to attack.

Calidon, the great hero, is reduced to a quivering hysterical mass and can not bring himself to release the flame. All seems lost until Harkonen commands him to release it. Almost immediately, the temple is bathed in a pale blue-white light and dawn begins to break for the first time in more than a week.

Outside, the ritual appears to have reached completion and a great shadowy figure rises up from the depths of Long Lake. As the company frees their friends from the altar, they can see a massive black shape looming on the horizon. All of them leave the temple, hoping to combat the evil, save Calidon, who continues to whimper, waiting for the flame to return to him.

The massive shade raises his arms and a black bolt takes shape between his hands, then lances out, leaving nothing but a hole where the Baron's Manor once stood. His supplicants, suddenly realizing what they have unleashed, panic and the town is filled with their cries of terror. As the avatar looks to see what to do destroy next, Androth readies an arrow given to him by the Gods and fires it. His aim is true and a single shaft penetrates the inky blackness.

The shade shrieks in pain and his voice deafens most all who can hear it. It clutches at the arrow, but it is too late. The wound radiates with the soft glow of moonlight on water and, as the glow spreads, the avatar slowly falls back into the water.

Meanwhile, his summoners have for the most part scattered. Only a handful attempt to stand their ground, but even they retreat when the avatar falls. Harkonen and Androth charge the herald, while Darran, Fatslaf and Malz make short work of an enemy wizard and his bodyguards. Andivari charges the last of the trio and a short but brutal battle ensues. The opposing warrior wields a powerful blade and the company stares, slack-jawed as Andy loses first his arm and then his head. Too late, the others join the battle, making short work of the warrior and claiming his blade as a prize.

Andivari Shea is taken by Androth and left in a glade in the woods. The others begin the grim task of separating the living from the dead and finding the remainder of the townsfolk. Calidon, unremembered, lies shaking on the Altar, shivering with a cold no one else can feel.

Shea returns to town, along with the Halfling, who has given him new form as an elf. The group divides the spoils and begins helping with the rebuilding process. The halfling goes to the temple to see if he can help Calidon and perhaps take custody of the flame.

Quotebag

Malz: Why don't you introduce him (Harkonen) to the concept of penance?
Fatslaf: That's for his elders to decide.

The Spoils

Brooch of Shielding (53 charges) Malz
Ring of Darkness Andivari Shea
Seven League Boots Fatslaf
Symbol of Faithfulness Harkonen
Bag of Holding Malz
+2 Plate of Free Action Harkonen
Scarab of Protection Darran
Sword of Sharpness Androth
Ring of Vampiric Regeneration Androth
Staff of Conjuring Darran
Ring of Wizardry (4th Level) Malz
+2 Shield Fatslaf
Rope of Climbing Andivari Shea
Potion of Heroism Andivari Shea
Horn of Valhalla Harkonen

Experience Summary

Base experience for this adventure computed as:

Accomplishments Destroying the Avatar 100,000
Purging the Darkness 50,000
Assorted Evil priests, wizards, and bards 30,000

Individual Awards and Totals

Player Adventure Bonuses, penalties and what not Total
Andivarai Shea 51,000 Heroic +5,000
Taking Lumps without whining +10,000
161,250
Androth 56,000 Heroic +5,000
Bowshot +5,000
Chaotic Everywhere -5,000
333,950
Brother Urbane 41,000 Defeating Hated Enemy +5,000 191,500
Calidon 10,000 Roleplaying +10,000 118,850
Daran 43,500 Good Spells +5,000
Crash! +2,500
182,500
Jameson 0 “I have the knowledge” 0
112,415
Malz 46,000 Good Spells +5,000
Crash +2,500
Planning +2,500
188,750

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