Echo of the Dragons

The Story so Far

Sennel, Errol and Rogar have been doing odd jobs around the town of ????. The Hobolock started helping out when the caravan they were defending was attacked, and after that just seemed to hang around them. While he seems a bit crazy, he can be quite effective in combat and so they decided to tolerate his presence. This arrangement was working well until the hobolock decided to steal a noble’s silk socks to wear as gloves, thus forcing the party to leave town in case the noble decided to make an example of the group.

A few weeks from the town they were approached by the Riders, led by Arbitan, of a nearbye Village. Arbitan told them of how they had been raided by goblins and some of their party had been taken hostage. Sennel promised them that ‘The Great Knights’ (made up on the spot to dissasociate themselves with any reputation of sock stealers that might catch up with them) would reclaim the villagers and lay waste to the evil goblins. The riders were quite happy to hear that and looked releaved that professionals were on the case. Arbitanthanked them, gave them a map. Then Rogar proclaimed loudly to Arbitanthat he would not kill any goblin children because that was an evil act and he was good. This random comment made the rest of the party laugh and gave rise to the term “downieborn”.

Hend

They set off and discovered that the halfling, Smokey, was trailing them with the intent to help. They delved into the caverns, killing many goblins and saving the villagers, and meeting Denasdra when he was subbed in to replace the Warlock in a fight with an Ogre.

After a brief delay to crush a feeble ambush by a group of Gnolls, they returned to the village of Hend with the rescued villagers and a hero’s welcome, and drank much corn syrup. The village fell in love with the acrobatic antics of Smokey.

They went back to the caverns to claim some treasure they could not carry, and ran into a necromancer by the name of Carrion Crow and killed his followers but he was able to escape their grasp.

They arrived back in town where the approach of winter meant the closing of the gates, and smashed some more booze and the (presumably female) dragonborn got all greased up with the workers at the tallow works. No one knows exactly what went down, but Rogar is a pretty safe bet.

Having foreseen the debaucherous events that were to come at the tallow works Denasdra had gone for a walk around Hend, to check on its defences and ensure that a sneak attack was not attempted while the town celebrated. Finding nothing he proceeded back to the Inn, passing a convoy of wagons entering the town on his way and wishing them a good evening. It was only later as the streets filled with the undead that he wondered why the drivers eye had been glowing red. Through the diligent actions of The Great Night, even Rogar who turned up later walking a bit funny (it could have just been the booze…), though, the attack was repelled and at least most of the town was saved.

The next morning they set out to find Arbitan, who was rounding up nearbye villagers, and although they found him safe they decided to press the attack to Carrion Crow and, learning its location from Arbitan, headed towards the near bye ancient graveyard.

Passing quietly through the wilderness (presumably the Ninja Dwarf wasn’t present this week) The Great Night came across a group of gnolls surveying a victory over a band of goblins. the gnoll leader was overheard speaking to a dark stalker who was accompanying them saying “These aren’t Scar Cheeks. When I find Inkskin I’m going to flay him (something something…)” also mentioned the stone of chargrilling. we easily dispatched the gnolls thanks to the wizards mighty sleep spell, however the dark stalker managed to escape.

Arrive at ruins to see Carrion Crow in the distance performing a foul ritual over a ziggurat of bones in the graveyard. Pulses of necrotic green energy spread across the graveyard and the dead began to rise as skeletons, zombies and worse.

By the time The Great Night reached the graveyard Carrion Crow had disappeared into a nearby necropolis, but his undead guards proved a formidable enemy, especially supported by the foul energy’s of the ziggurat. While they were able to defeat the undead and disrupt carrioncrows ritual, the party was badly injured and retreated to the safety of the nearby remains of the temple of ??? to rest.

Finding the necropolis locked with powerful magic, The Great Night then fought its way through an undead filled mausoleum to gain access to the crypts below the graveyard. Investigation of these crypts found many more of Carrion Crow’s undead servants as well as ancient tombs guarded by mighty constructs.

After dispatching a fire hurling monstrosity and some ghouls the party came across a hall cloaked in swirling mist. From the centre of the hall a wight, claiming to be one of Carrion Crow’s lieutenants, issued a challenge – if we were to continue to pursue Carrion Crow it would be to our deaths. Throwing caution to the wind Rogar charged into the room at the closest enemy, but moving in the shadows were other adversaries and soon he was surrounded. A brutal battle followed with several party members falling only to be revived by the cleric’s healing, and while The Great Night were ultimately victorious they paid a heavy price with Rogar sustaining mortal wounds and dying on the battelfield.

at some stage hobolock spread lies to members of one of the hobgoblin tribes – not sure which need to look at my notes. – claimed that Carrion Crow was recruiting gnolls to replace the hobgoblins and a creatures of the shadowfell were involved -

after this we fought the hobgoblin leader and found Tormlin, who then alerted the salt’n’pepper ogres. after this battle found dodgy warlord + some dwarves in the prison. dwarves gave us directions to chus guthra. warlord up north – why? suspiscious. something to do with chargrilling?

Having seemingly failed in their attempts to catch up to Carrioncrow in the Catacombs, the decision was made by the party that, despite Smokey being out of action still after his close encounter with the business end of a ghoul, looting burial goods from the tombs below would be a most excellent idea. Proceeding back into the mirky depths of the tombs they returned to the passage they had earlier seen where a cave-in had destroyed one Shield Guardian leaving only one of the mighty constructs to be dealt with by the powerful level 4 party. After several completely unsuccessful assaults that had yielded a grand total of 0 damage to the Guardian, Tormlin was struck by a brilliant plan and the foolproof plan fiasco ensued.

then headed of to Chus Guthra via a couple of encounters.

More later need to work now.

My memories are a bit muddled from here. Stone of Shargril? Graveyard? Travelled in there?

View
Approach to Chus Guthra
The Party's appraoch to Chuus Guthra, including destropying the two watch towers before the alarm could be raised...

climbed ice wall

attacked first tower. ranger cant move silently

entered tower, tried to bluff guard, failed, shitfight.

fought hobgoblins and hellhounds

only stopped them reaching warning gong becasue of wizards bravery and judiscious use of bigby’s icy hand to block the way.

second tower etc

View
Session 7
Fighting through the Frost Vales's Lair

Characters Present: *The Brahman “Hobolock”, Sennel the Great, Tormlin, ??????

After fighting off an ambush of Frost Varles, The Great Night then continued through the network of caves and tunnels under the ice. Taking care to avoid further ambushes, they slowly made there way closer to the front gate of Chus Guthra.

However as they neared their goal, The Great Night stumbled the Frost Varles’s lair and were confronted with no less than 20 of the vicious creatures. Luckily the party had been stealthy enough in their approach that the Varlkes in the lair were unaware of their approach, but there were still many of the creatures between the party and their destination.

The Great Night realised that unless the ice bridge connecting the lair to the passageway was destroyed, they would be quickly overrun by superior numbers. Hence while the rest of the party attempted to hold off the guard Varles, the The Brahman “Hobolock” conjured a zone of darkness to block the bridge then concentrated his firepower on taking out the ice bridge. While the Frost Varles were formidable opponents, especially when in such great numbers, once the bridge was destroyed The Great Night were able to finish off the remaining creatures and depart before reinforcements found another way to reach the battle.

Now within sight of the Great doors of Chus Guthra, The Great Night took a moment to rest and regain their strength before attempting an assault on the goblin stronghold.

View
Session 8
Assault on the Entrance to Chus Guthra

Characters Present: The Brahman “Hobolock”, Sennel the Great, Errol & Denasdra

The Great Nights launched a daring attack on the front doors of the ruined dwarven city of Chus Guthra but despite earlier inroads, the alarm was raised and they were soon faced with overwhelming numbers.

hence plan beta, aka brave brave Sir Robin, was put into effect

etc etc etc

View
Session 9
Avoiding Hobgoblin & Ogre patrols in the Upper Halls of Chus Guthra

Characters Present: The Brahman “Hobolock”, Sennel the Great, Errol & Denasdra

Errol had the great idea to strip nude and approach Organ Grinder, offering him all our magic items if he took us to Carrion Crow. Maybe he was just making up for Tormlin’s absence and the resulting lack of half baked ideas…

While attempting to travel back down thought the ancient dwarven complex, avoiding the multitude of goblinoid patrols and heading slowly downward in search of Organ Grinder The Great Night ran into one of the search parties. Both groups were taken by surprise and……

View
Session 10

Sennel the Great mopped his brow, sweat clung to his nose then dived into the pool lapping at his feet. The a corrupt smell rose from the dead, their life blood gave of a metallic scent as it ran away a river in lands of dust, motes pulled in then spinning away, boatmen on a voyage that begun with an end. Nearby Errol turned over a body with the toe of his boot, the Tiefling hop, stepped, and then shuffled towards the alter. His face a pendulum arcing from bemused to anger, each change revealing a glint of canine, the visage of incidental savagery suited the mood.

As he surveyed another pile of bodies he wondered if these creatures wept for their fallen? More rainfall in the Queens domain. He doubted it. He broke from thought, the others were looking to him, clearly what value these creatures gave to the world could be weighed in there belt pouch, and now relieved of it the question was what now. Denasdra’s gaze was weighing scales.

Surely there was another passage down from these high halls? Perhaps it would be worth searching it out, though taking the fight to the rabble that Organ Grinder commanded had its appeal.

He stood, to lead isn’t always to command. Sometimes it is merely to be followed, he had made his choice. Wiping his sword and sheathing it he made his way towards the doorway they had, only moments ago, used to ambush their pursuers. Noticing the movement the Tiefling looked up from the handful of dust he had been examining and scurried after him, the Ranger not far behind.

Denasdra stood for a moment longer surveying the room, the stench of death growing stronger by the second, as the broken bodies of these filthy beasts ceased controlling bowls and bladders. From under the ogre, barely visible amongst the tattered rags that remained of its clothing and armour, protruded a pack that seemed to have gone unnoticed by his companions. Wrenching it free, he cut it open rather then fiddling with the now excrement smeared ties. Inside it lay a set of leather armour made from the skin of some great serpent, which, from the way that the pooled blood at bottom of the bag ran off it, appeared to have some significant magical properties. Grinning at his good fortune and at the ineptitude of the others, he made his way after them.


The Dwarven hall was immense. Rows of a dozen enormous, elegantly carved stone pillar held up a roof easily 40 feet high. Denasdra smirked to himself, it never failed to amuse him the way that such short, ugly creatures insisted on building massive, beautiful structures.

The floor was strewn with pages and pages from ripped, torn and scattered ledgers which had once stood neatly piled, recording the great traffic of goods through what was clearly once a significant warehouse. The fall of the Mines though had left them open to the pillaging of the Goblins, that was all too evident.

Then they unlocked the door with a retarded riddle that a clearly retarded dwarf made, what a cheap bastard, also save or die? Who does that? Sennel the Great, leader of the party that consisted of a ranger that was a liability, a wizard that hated him, and a warlock that he couldn’t get sense out of, decided that no danger was going to befall his party so he walked into a trapped room. He had beefed his reflex but had to make a straight saving throw, and was killed by the CHEAPEST dwarves ever, what a bunch of cheap lameo’s with stupid tan lines. He joined his queen in his throne by her side, and will not look favourably upon whatever cheap dwarven asshole built that ridiculous trap. Go and fort yourself.

The wizard laughed at his misfortune, realising subconciously that Sennel gladly died to protect him, and looking at the shambles of the party that was left he was the best friend he would ever have. The warlock mourned for the loss of the half-elf, who was truly a devoted instrument of The Great Night, and built a cairn of stones as a monument to his sacrifice. The ranger had no feelings or character reactions at all, because the downie that roleplays him prefers to spend his time accusing others of metagaming.


After defeating the chamber guardians, The Great Night attempted to open another of the ancient dwarven safes, if only to feel as though Sennel’s death had not been in vain. However they could make nothing of this new riddle, and this time the hobolock, perhaps subconsciously unwilling to let another comrade tempt fate for mere treasure, was unable to open the locked door.

With defeat in their hearts, the party then started off from the chamber through the main doors, determined to find a way down and exact their revenge on Organ Grinder (or maybe the dwarf SOB’s who built this place…). Before too long, they found their path blocked by a room covered in thick spider webs with dark shadows flitting across the roof. The ranger quickly informed the party that these were “big spiders, real big…” but was unable to provide any further information, and considering the badly bruised and beaten state of the party, they decided to seek rest in one of the many side chambers before dealing with this predicament.

Maybe it was the voices in his head, maybe the fact that they had so recently lost a comrade, but either way the hobolock was sure this place was out to get him. Also he doesn’t trust the “ranger”. So as the others were searching out a “safe” resting place, he kept watch on the web covered room and soon saw what he realised was an ettercap, along with a huge spider, checking out The Great Night’s tracks. It was time to leave this place….

After a restless, paranoid ‘sleep’, The Great Night rose to find fresh tracks around the corridors and the hobolock quickly hustled the party away from the spider room and back to the main chamber while constantly keeping his eyes strained on the retreating darkness. There were also fresh tracks in the chamber, and the party soon decided to try their luck spelunking down the only other exit – a collapsed stairwell. Perhaps motivated by the fear of those following (real or imagined), the party made great time and was entering a large opening when an ungodly aberration was spotted feeding on the floor…

View
Session 11

As the party dropped into the cavern the sound of the Goliath’s massive stone feet (where did he come from?) hitting the floor caused the Carrion Crawler to look up in thier direction, effectively ruining any element of surprise they may have had. Charging into combat with reckless abandon they quickly closed the gap with the fiendish abomination, only to find themselves surrounded by the flock of Stirge they didn’t even know was there. Even with the addition of the parasites however the monsters never posed a great threat and were quickly dealt with.

continuing their previous floor less Spelunking efforts the party continued their descent and quickly found themselves emerging into a large hall. It became clear from where they stood that they were in fact in the main entrance hall beyond the gates where they had found themselves hopelessly out numbered days before. The now familiar figure of Organgrinder appeared though a distant doorway barking orders at a force of Ogres and Hobgoblins that followed him (don’t know if anyone else can remember details)before heading back into the lower halls followed by another group of minions. As the party was about to follow them a movement on the far side of the hall caught their eye. A group of Gnolls and Darkones emerged from the shadows making their way through a different door.

Intrigued by this unexpected event Tormlin insisted that the party investigate. Sneaking to the distant door way however the part were only able to make out the sound of a large group of Hobgoblins someway down the passage. Although Tormlin was very keen to continue the pursuit of the Gnolls, it was agreed that little could be achieved by it, especially when thier main objective was to confront Organgrinder and he was seemlying within reach, so they swiftly moved to follow him instead.

A short way down the passage however the came to a seemingly major junction in it. 5 passages leading in different directions stood before them with no indication of which was their quarry had gone. Checking the surrounding guard rooms they found full of bored and distracted guards. Slipping quitely by them they headed down the passage that headed down and to the right after a short way though from the increased heat and noise from ahead it seemed they were heading towards the mine floor. Thinking it unlikely that Organgrinder would have gone that way, they went back to the junction. Slipping past some more guards and up some stairs they opened a door leading to a passage on the upper left. Closing and locking it behind them they found themselves in a short passage blocked by another door. Quiety approaching it they listen at it and hearing voices on the far side sqeezed to look underneith. In the room beyond they Saw a group of Hobgoblins, lead by a larger one wearing plate and carrying a large sword, was having discussions with what appeared to be a cloaked Darkone (insert conversation here). As the darkone slipped away down an opposite corridor the leader of the goblins turned to his companions saying that they needed to play the situation carefully so as not to find themselves at a disadvantage when the alliances between the goblin tribes and carrion crow disintegrated. (This is all he said?)

View
Session 12

The Brahman heard them mutter, but wasn’t listening; the crackle of the inferno filled his ears. Each of them was tracing a flame running on coruscated lines, a beautiful web of fire that guttered and pulsed covering everything. Each of them was fuel to the great fire, so was the world he looked upon. Unthinkingly he ran a finger along a pyre line, feeling the warmth. Behind his eyelids this was the only thing he saw, the towering blaze, each of them torches dashing before it; fuel to the fire.

A flicker of movement in the ley lines of flame made him blink away the conflagaration of souls. Each of them were still burnt into his vision, ghosting his sight. The stout one had squatted and had traced a map in the dust, marking them with a jab of his blunt finger, crossing out the other corridors showing how they did and didn’t connect. The Brahman was suddenly agitated, the map had reminded him, they had to be told, they had to know. As he squatted at the map, the they looked at him with quizzical faces.

He begun scratching in the dust map, adding a symbol to the corridor behind them: a big oval with eight long legs and eight dotted eyes. Now they also knew the danger that stalked them.

Like the Hobolock’s mind the group seems to be wandering. They will need to find a guide to the layout of Chus Guthra, a hobgoblin to question would suffice, perhaps a freed slave would be preferable and more trust worthy. But that came with the problems of having to free him unnoticed.

Eventually they will have to decide what they want to do about the gnolls, the rest of the slaves and all the other elements of this puzzle.

View
Session 13
Dagron!!!

Characters Present: The Brahman “Hobolock” & Errol

The Great Night was finishing up its interrogation of the hobgoblin prisoner, when a scouting party could be heard returning from the far corridor. The Brahman apologised to the captive before raising his wand to deliver a killing blow, however the hobgoblin calmly replied “I am no threat to you”. In a moment of compassion, the hobolock replied “we’ll let you actions be the judge of that” before turning to face the new arrivals.

Despite being heavily outnumbered, The Great Night easily overpowered the hobgoblin scouts – but not before on of their number managed to escape back down the darkened corridor. After being assured that the escaping warrior could not reach and alert the main body of hobgoblin troops, Errol and The Brahman quickly finished of the remaining scouts. Moving down the corridor, it was clear that the fleeing scout had barricade himself behind a damaged wooden door with another force of goblinoids. The hobgoblin captive once again proved his worth by translating the frenzied cries of the goblins – who were obviously trying to force open another exit from the room.

Employing the time honoured techniques of plan alpha, the hobolockand cleric charged the door, but not before goblin sharpshooters had made The Brahman bleed his own blood. Inside the room, the door was defended by a couple of goblin archers accompanied by a hobgoblin warrior and a guard drake, while another hobgoblin soldier frantically tried to force a concealed door open on the other side of the room. As the tide of battle turned, one of the sharpshooters managed to squeeze through the far door however his escape was short lived with a high pitched squeak and a fiery explosion heralding his end tripped a deadly dwarven trap. The last hobgoblin proved to be a tough enemy – fighting to the bitter end, he survived long enough to thoroughly infuriate the hobolock as neither of The Great Night could land a telling blow for many rounds of combat.

The hobgoblin captive had proven his worth – both as an interpreter and by providing information as well as not alerting The Great Night’s enemies – and hence Errol and The Brahman decided to keep hi as a mascot/interpreter. He was christened Snuffles, and now follows The Great Night- although still as a prisoner.

After the battle, the party managed to break into an abandoned dwarven armoury (only setting off one trap…), before heading through the concealed door where the last goblin sharpshooter met his demise. The Brahman tried unsuccessfully to coax a nearby rat to search the corridor for traps – but it squeaked in horror and scampered off when he accidentally pulled a dagger out instead of rations to bribe the diminutive creature. Next time maybe. Fortunately though, the hobolock managed not to set off the trap (this time), and The Great Night & Snuffles found a network of secret dwarven passages, and evidence that maybe a resistance movement was using these corridor. In an effort to aid this resistance movement, they returned to the armoury and brought back the weapons and armour to arm any freed slaves.

Met with a crossroads, The Great Night decided to head towards the lower temple where, according to Snuffles, the shaman Mugrub kept his lair. Apparently this Shaman was developing a ‘great weapon’ for Organ Grinder and this would also provide the most direct route towards the lower halls and Organ Grinder himself. Finding the backdoor to the temple, the party could hear a rhythmic noise, not unlike mechanical bellows and quietly cracked the door open to find… a Dagron!

Faced with the Shaman’s ‘great weapon’ – a young black dragon – The Great Night charged fearlessly into the fray. Sensing the challenge of battling this might (though young) creature, the hobolock quickly drew upon the power of Hadar to cloak the dragon in necrotic darkness, while the dwarf waded in vicious blows with his mighty maul. Even as the dragons mighty breath weapon began to take its toll, Errol called upon the power of Pelor to commanded the creature back into Hadar’s zone before smiting him with a mighty blow from the maul – leaving the dragon dazed, prone and surrounded by vicious darkness. The hobolock’s curse tore at the black dragon’s strength leaving it bloodied, but in a roar of anger it once again delivered a mighty gout of acid, leaving The Great Night battered and burning and the battle hanging in the balance….

View
Session 14
Dagron defeated! The search for Mugrub begins...

Characters Present: The Brahman “Hobolock”, Errol , Denasdra & the Rangertard

Denasdra and the rangertard rejoined The Great Night to find them in the midst of a vicious battle with Mugrub’s great weapon – a Black Dragon. With reinforcements arriving for his foes, the dragon cloaked itself in darkness to provide a respite to the barrage of attacks. However Denasdra had witnessed the effectiveness of the hobolock’s zone of darkness and summoned a rolling fog of noxious gas to blanket the dragons position. Finally shaking off the cleric’s mental assault, the dragon charged forward lashing out with claws and bite but was unable to break out of the wizard’s poisonous fog, and was soon forced to retreat. However there was no escape from the relentless assault and after a final breath of the poisonous air, the dragon slumped lifelessly to the ground.

With only one exit to the room, other than the secret door through which they had entered, the hobolock’s paranoia kicked in and he quickly arranged false tracks leading to another section of the room in case the dead dragon was discovered while they took an extended rest to recoup from such a brutal battle. Once rested, they returned to find the dragon corpse undisturbed – at least until the rangertard began hacking it to pieces in an unsuccessful attempt to harvest both its acid and scales. However they were interrupted by feeding time, as a troop of goblinoids pushing a cartload of meat opened the great iron door. Using the element of surprise The Great Night launched into attack and the two hobgoblin soldiers fell quickly. However the bugbear proved a much tougher opponent – taking advantage of the dwarf’s lack of dexterity to grab him and use his body as a dwarven meatshield – while the remaining goblin backblade viciously stabbed out at every opportunity. Once the rangertard managed to bull rush Errol free from the bugbears grasp, The Great Night were quick to exacted retribution, and easily finished the remaining forces.

Following the corridor, The Great Night found themselves at the entrance to a large room alive with activity. Cages on either side of the room contained an Owlbear and a Grick, while in the middle stood a large ogre, alternating between chopping up meat and chasing off three flying demons who were constantly trying to steal the food. There was also a number of goblin helpers gathering the chunks of meat and piling them into carts to feed the caged animals. The Great Night lured the goblin helpers into an ambush (so that they wouldnt be able to free the caged creatures) before focussing their attacks on the huge ogre butcher. The dwarf again found himself to be the focus of enemy attacks, and was only managing to keep his feet through the strength of his healing magic. With the ogre bloodied and bruised in the ground, The Great Night prepared to deliver the finshing blow, before turning their attention to deal with the swarming demons…

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.