Age of Worms on Hold

As we have been talking about, due to my 1-year assignment to DC beginning in July, the campaign is on hold until I get back. Sorry guys. Work....urgh!

Session 54 - Good Angels Gone Bad

13th Nightal 1371DR
afternoon
Chultangar, Kutluth-Mar, in the Ziggurat
hot, sticky, southern ruins

Injury Report - All full up

Spell Report - Active Spells

Heroes Feast (11 HP, not sure anyone still has these; Spell active until evening)
Arcane Mark (Kamist)
Greater Mage Armor (Kamist; expire midmorning 14th Nightal)
Divine Ward (Storn, Tyree, Alobron; expires morning 14th Nightal)
Endure Elements (All; expires morning 14th Nightal)
Alter Self (Alobron; expires late-afternoon 13th Nightal)
Dragon Skin (Alobron; expires late-afternoon 13th Nightal)
Longstrider (Egwaine; expires late-afternoon 13th Nightal)

Spells Used

Egwaine 0-Zero, 0-1st, 1-2nd, 2-3rd, 2-4th, 2-5th, 1-6th, 0-7th
Kamist 1-Zero, 0-1st, 2-2nd, 1-3rd, 1-4th, 0-5th
Alobron 1-Zero, 0-1st, 1-2nd, 1-3rd, 1-4th

The Heroes investigated Pan Pipe music that Egwain recognized as the sound of the Celestial beings who collect the souls on the Fugue Plane. Inside a large room surrounded by glass walls holding back millions of writhing worms, the Heroes discovered three Corrupted Sword Archons and another Celestial Outsider Leader. They looked like one might think Celestials would look except for their glowing green eyes. Big Tough fight and the Heroes were victorious. The Archons smashed the glass and released large Worm Swarms. Fun.

Artifact recovered and identified.

Pipes of the Gatherer: This instrument is used by Celestial Archon Servants to collect the souls of the Faithful.

-Not a Cursed item
-1/day Heal (CL 15)
-1/day may summon the owning Archon from its home Plane (Kelvos)
-May Gate to the Celestial Plane of Brightwater after collecting 20 souls from the Fugue Plane


The Heroes now stand in what once was a torture room having just received another vision. The Distant sound of screams can be heard coming from the center chamber and are replaced by an eerie quite. As all the Heroes look at each other a foul smell creeps into the room as the green vapors from the large gaping hole swirl into the room from a jungle breeze creeping into the Ziggurat.

What will be next for the Heroes? Will they discover valuable clues as to the origin of Kyuss and the evil writhing worms? Will Tyree ever utilize his Cloak of Hidden Dangers? Where is that Black Dragon after all? Do any of the Heroes really remember what they are here for? For the answers to these questions and more tune in next session to the Age of Worms.

Session 53 - Back to Waterdeep; Back to Spire

13th Nightal 1371DR
highsun
Chultangar, Kutluth-Mar, on the Ziggurat
hot, sticky, southern jungle



Spell Report - Active Spells
Heroes Feast (11 HP, not sure anyone still has these; Spell active until evening)
Arcane Mark (Kamist)
Greater Mage Armor (Kamist; expire midmorning 14th Nightal)
Divine Ward (Storn, Tyree, Alobron; expires morning 14th Nightal)
Endure Elements (All; expires morning 14th Nightal)
Alter Self (Alobron; expires late-afternoon 13th Nightal)
Dragon Skin (Alobron; expires late-afternoon 13th Nightal)
Longstrider (Egwaine; expires late-afternoon 13th Nightal)

Spell Report - Used
See character sheets

Injury Report - All full up

The Heroes arrived in Waterdeep with some severe injuries. As agents of the Alliance, they passed through the City Guard without incident but observed a significant number of refuges lined up at the City Troll Wall Gate. Sporadic fires appeared within Waterdeep and the City Guard Sergeant advised them that there have been worm zombies spotted within Waterdeep. This is an ominous sign and the Heroes know they have little time to waste in dealing with the Kyuss, his minions, and the coming Apocalypse.

By late-afternoon the Heroes visited various locations and made multiple purchases. They also visited the Holy Temple of Kelemvor in the City of the Dead and were healed by the high priestesses of Kelemvor. Egwaine had an opportunity to report in to Mother Superior Maryam Doost (Calishite High Order of Kelemvor-Fate Influenced). Alobron had interesting conversation and negotiations at the Thayan Embassy.

After an uneventful night of rest at the Crooked House Inn, the Heroes set out for Kuluth-Mar once again. Using the teleport scrolls sold to them by the Thayan Red Wizards, the Heroes returned to Kuluth-Mar to find the same two huge Dinosaurs roaming the nearby area protecting what could only be described as a nest. After jumping the ancient protective red ruined wall, the Heroes made their way once again to the central Ziggurat, where they were once again attacked by Eviscerator Beetles. This time they were better prepared and made quicker work of them. There were a few injuries but nothing Egwaine could not handle with healing.

After a search of the Ziggurat and another vision, the Heroes located four secret passages. Descending one they find themselves in The Chamber of Ascension.

This once-grand chamber suffers from long neglect. The dark green stone floor of the temple lies broken in the center, giving was to a gaping pit. Writhing tendrils of sickening green vapor slither up from this pit only to break apart and fade before seeping much further into the large chamber. Great pillars line the outside of the vast chamber, but those near the center of the room lie broken; blasted outward by whatever force caused the hole in the center of the chamber. Immense stone double doors stand in the center of each wall.



-The walls of this place are reinforced masonry.
-The doors are made of stone and are carved to represent a writing wall of worms and grinning skulls; disturbing.
-It is unusually warm here, almost hotter than outside; disturbing.
-You can all hear a constant slithering sound; disturbing.
-You smell a strong odor of sulfur and decaying flesh; disturbing.
-Some of the mold/moss on the walls gives off a faint glow but is not a significant light source; disturbing.
-Skittering about are many beetles that look just like mini Eviscerator Beetles, only an inch in size; disturbing.

Will the Heroes stop the impending Doom of the Age of Worms? Who really was Kyuss? Will Tyree accidentally kill the Party with the Cloak of Hidden Dangers or his subtle and largely misunderstood Uthgardt Tactics? And what has become of poor Edward Harpell? For the answers to these questions and more, tune in to the next session of the Age of Worms.

Session 52 - Spire of Long Shadows

12th Nightal 1371DR
highsun
Waterdeep
cold, raining, miserable

Spell Report - Active Spells
Heroes Feast (12 HP, not sure anyone still has these; Spell active until evening)
Arcane Mark (Kamist)
Greater Mage Armor (Kamist; expire midmorning 13th Nightal)
Divine Ward (Storn, Tyree, Alobron; expires morning 13th Nightal)
Endure Elements (All; expires morning 13th Nightal)
Mass Conviction (All; expires afternoon 12th Nightal)

Injury Report -(Wow!)
Alobron -20 HP; minor injury; -4 INT drain
Egwaine -43 HP; serious injury
Kamist -29 HP; moderate injury
Rumple Full HP; but does not look the same; -6 INT drain
Storn -9 HP; scratched
Tyree -67 HP; moderate injury; -3 INT drain

After meeting with Manzorian the Heroes agreed to explore the ruins of Kuluth-Mar. After choosing to only gather a few minimal supplies the Heroes used the magical painting of the Spire of Long Shadows to attune to the location. Then they used one of Teleport Scrolls to travel across time and space to reach the ancient ruins.



Here they discovered an ancient containment wall infused with red glowing Dethek runes, like the ones used by Dwarves or Eastern Human languages such as Rasheman and Damaran. After being chased over the wall by a nearby very large giant lizard (T-Rex) the heroes moved through the ancient ruined city. Tyree was attacked by a no longer dormant magical cursed bastard sword which seemed to fuse with his left arm (awkward - Maybe he might want to get that looked at in Waterdeep? Just an idea.)

Soon after this little mishap, the Heroes, approaching the Spire, encountered clickity clackkitey large Undead Eviscerate Beetles. That seemed to be controlled by what could only be described as a Kyuss Knight. This was one of the toughest battles the Heroes had faced yet. After two more Beetles showed up the Heroes were finally victorious; but not before Rumple was nearly annihilated (-115 hp, that has got to have left a mark - DM determined penalty to be negotiated at next session; ie big fat scars in multiple places, a patch of hair that will never grow right, a streak of white hair caused by seeing the Banshee, etc.)

The ground also burst forth in two larger than seen before Worm Swarms. If not for the quick aerial maneuvers of the party Rumple would have been lost.

The Heroes also experienced two very detailed Visions.

#1) The Heroes witnessed what only could be described as Kyuss ruling over the ancient city of Kuluth-Mar. Of course their were much more details to this, but the vision was so horrid, that it is hard to remember or more likely the minds of the Heroes have suppressed the detail.

#2) The Heroes witnessed a strange pulsating monolith the shape of a trapezoid atop the Spire of Long Shadows. At some point a huge Red Dragon riped the object from its perch and flies away with it to the North. Egwaine spotted a strange insectoid figure ridding the dragon. Egwaine recognized the curious detail that the figure resembled the ancient Netherese depiction of the god Jergal.
Will the Heroes survive the dark and dangerous alleyways of Waterdeep? Who really was Kyuss? Will Tyree accidentally kill the Party with the Cloak of Hidden Dangers or the strange weapon fused to his arm? And what has become of poor Edward Harpell? For the answers to these questions and more, tune in to the next session of the Age of Worms.

Session 51 - Meeting with Manzorian

11th Nightal 1371 DR
late afternoon
Manzorian's Fortress of Unknown Depths
Cold and clear

Spell Report - Active Spells
Heroes Feast (9 Temp HPs)

Injury Report
None

After an evening of carousing the Heroes bedded down for the night. All were well rested except Kamist who had been sleeping in a barn. Kamist recovered magically but still was not suited for living amongst goats competing for patches of dung stained hay with hoofed companions.

The Heroes choose to not take advantage of the Library Temple of the Binder, instead Tyree, Storn, and Alobron spent most of their carousing time dealing with Eligos who with his new lease on life seemed determined to live it up the best he could. While at the Gambling Golem in LongSaddle, Tyree tried his hand at Dragon Chess and was introduced to the game by a Damaran Pit manager named Yuri. He introduced the Heroes to one of his best girls named Svetlana, also a Damaran. Storn met a bearded dwarven maiden named Magra who begged Storn to pay the bar fine for her and spend the night with her. The ever stoic Storn declined.

After setting a loose watch, the Heroes bedded down for the night and spent a restful uneventful evening. Kamist made some new four legged friends.

In the morning, Cymria woke the Heroes early and after the usual Heroes Feast the party set out for Manzorian's Fortress of Unknown Depths. Here they encounter the Fountain of Fortune's Folly and the massive mechanical elevator that lowered the Heroes to the subterranean paradise below to the location of the Fortress.

Here they were led to Manzorian's dinning hall where Allustan, Eligos, Celeste, and of course Manzorian greeted them. Manzorin was much like the Heroes expected, an aged Illuskan human, bald with a grey moustache and beard, and wearing a simple grey robe over worn leather pants and boots. Rumple immediately noticed the sparkling necklace around his neck and a platinum headband with a glowing green fist-sized gem ($$$) in the center. Kamist immediately took notice of the three wands precisely tucked in his belt and a magical scimitar on his hip.

After introductions, Manzorian discussed the present predicament with the Heroes. Allustan had previously filled Manzorian in on what had already transpired. Manzorian then began a discussion with the heroes over a large meal in which the 'already feasted' Heroes ate very little except for Tyree who has an extra large appetite anyways.

The Age of Worms - "The Age of Worms is foretold in a prophecy that speaks of a coming apocalypse, an age of death and writhing doom. Normally such rumors should be dismissed...doomsday prophecies are typically the product of nothing more sinister than madness. This prophecy is different. It can be traced back, through various incarnations in books, tablets, and ancient carvings on walls , for over two thousand years. It does not change in content during this time...it has not evolved through clumsy attempts of fanatics desperate to reword its predictions to support their agendas."

"This alone would be enough to merit further study...But even more interesting is the fact that in the last few years several of its predictions have actually come true. In one prophecy, it predicts the rise of a powerful sect bent on bringing about the destruction of all after some major set-back in their own agenda. It describes them as the 'fallen of the lost gods'. After what Allustan has discussed with me I believe you have discovered this sect as that of the Ebon Triad and they are worshipers of the dead three gods that fell during the Time of Troubles just 12 years earlier. This corresponds exactly to the Fraction of the Zhentarium and the rise of Fzoul Chembryl after the defeat of Lord Manshoon and the purges of the former Zhent followers of Bane, Bhaal, and Myrkul. Other prophesies speak of the recrudescence of the worm-eaten dead, the recovery of potent artifacts from ancient tombs, the death of the last true King, and the rise again of Dragons."

"These events have all come to pass, and quite recently. In fact, there are only two prophecies remaining to be fulfilled. The first of these mentions the reunification of a tripartite spirit or god being...I assume this is a nod to the goals of the Ebon Triad. The second remaining prophecy reads, "And on the eve of the Age of Worms, a hero of the pit shall use his fame to gift a city to the dead". I believe this last line may have been speaking of Loris Raknian (certainly a Hero from the gladiator's pit) and his recent attempt to sacrifice thousands at the end if the Champion's Games. Yes, Celeste told me all about this as well. It remains to be seen if your actions actually made a difference or not, but it would be foolhardy to assume that those who are trying to fulfill the prophecies will abate their efforts. I mean they may try again."

The Ebon Triad - "The Ebon Triad seems to be involved, a least on some level, with most of the events associated with these prophecies. Their involvement merits further investigation, although I believe that they may in fact themselves be little more than agents of a larger power...perhaps Kyuss himself, certainly their goal of bringing back and unifying Bane, Bhaal, and Myrkul into a single overgod seems ridiculous, although as far as the Age of Worms prophecies about this triparte spirit or god being are concerned, it seems that the actual manifestation of an overgod is not what is being predicted as it is predicting the heretical beliefs of the cultist themselves".

Kyuss - "Kyuss is an enigma...what we know of him is sparse. We know that he was once a mortal, a powerful priest who ascended to godhood. He ruled a city named Kuluth-Mar far to the south, deep within the Chultangar, and was famed for the creation of undead. My nephew, Edward, was fascinated with Kyuss and his ways. You might say he was possessed and a few years ago he left to investigate Kulth-Mar".

Edward Harpell - "Such a peculiar boy, Edward. When he was 18, having mastered enough magical powers to protect himself in the dangers of the Chultangar, he decided, at the urging of my sister Mylindee, to explore Kuluth-Mar...Alone. You see, when he had learned that Kuluth-Mar was the likely location of Kyuss' divine apotheosis, he could barely restrain himself. His only obstacle was a boyhood love for you Egwaine. Well...his mother put him straight and he realized that if he told you about his plans that you would demand to accompany him. He knew he only was powerful enough to protect himself so he left without a word...sadly, leaving you heartbroken. Despite my sister, I cautioned Edward that one does not simply teleport into an unknown region without doing more research. Yet Edward wouldn't listen. Faced with you Egwaine and knowing that you would/could not understand he left immediately. He returned two 10-days later with a wild look in his eye, as if he had stared deep into eye of the abyss and lived. He wouldn't say much of what he had found there, and before he moved on he asked me to hold on to some of his notes. He promised to return later and tell me more, but that time was short and he had to head east to follow a new lead. He vanished without a trace not long after. I intended to try to track him down, but unfortunately, other events conspired to take my attention away. I suspect he is dead now. Or worse..."

Kuluth-Mar - "The notes Edward left with me are unfortunately rather sparse. They confirm that Kuluth-Mar is located in the Eastern Chultangar, far to the south, and estimate that Kyuss ruled the city more than two thousand years ago from a fortress called the Spire of Long Shadows. Edward wrote in his notes that this spire was the site of Kyuss' ascension to godhood. Kyuss built a ziggurat to serve as the foundation of the Spire of Long Shadows. Edward wrote how the ziggurat was a powerful magical focus for the ritual that propelled Kyuss into divinity. He further indicated that much of Kyuss' might has since left the city of Kuluth-Mar, but powerful undead servants and lingering touches of Kyuss' own miasma make the ziggurat a fell and dangerous place. Edward visted the ruined city several times, but never seemed to penetrate the spire itself."

Artifacts - "The Age of Worms prophecy predicts that several major artifacts shall surface in the months before the end. It does not indicate that these artifacts have a role to play in the realization of the Age of Worms itself, only that their appearance marks that the time is near. I know of several items that have surfaced of late; the Black Blade of Aknar Ratalla, the Tome of the Black Heart, the Obsidian Eye, the Dread Forge, the Bindings of Erivatius, and now, as you are aware the Shattered Scepter of Calim. I'm sure there are more to come."

Manzorian then explains that the Devil attack was probably the first of many in that the Scepter of Calim is a treasured artifact that is sought by not only mortals but beings of great power that operate across the various planes. Manzorian argues that it would be best if the Heroes would levae the fragment with him so that these types of attacks will stop. Manzorian explains that the artifact gives off powerful magic that can be tracked. And explains that a moment of time to the heores might be diufferent for Devils on another plane and they can track movements as the time/space is bended to allow teleportation. Manzorian also asks to examine all the Heroes equipment for what he describes as 'bugs" that the devils may have placed on them. After some time he actually discovers variuos "bugs" and removes and destroys them.

Manzorian offers the following items in exchange for the fragment of the Scepter of Calim.

Kamist - Robe of the Inferno
A magical coal-colored cloth robe that is decorated with crimson-stitched runes that run around the bottom and up the length of the garment in meandering lines. The runes are a mixture of arcane formulas and praises to fire written in an eastern human Dethek runes possibly Thayan or Rasheman. When the robe is active, the sigils and runes flare up and seem to burn and smolder, as if the flesh beneith it were on fire. The faint odor of brimstone and a gentle warmth surround the wearer. Additionally, upon activation, four firery orbs zoom around the wearer. Each Orb is about 6 inches in diameter.

Activation word = "Zuthoss"
+4 AC at all times
-4 Firery Orbs provide Resist Fire 10 (when activated)
-Light equivalent to a torch (when activated)
-Each orb can be sent at an an opponent with a ranged touch attack for 8d6 damage once per day. Save DC 16 Fort or target is dazzeled for 1 round. Additionally target and anyone within 5' radius is outlined as if by Faerie Fire. (when activated)
-any invisible creature that comes within 5' radius of the wearer is outlined as if by Faerie Fire for 10 rounds (when activated)

Alobron - White Skull Mask
This bone colored mask is shaped like a skull and painted black around the eyes. When worn it transforms the wearer's visage to look like an actual skull. The wearer gets a +4 morale bonus on saves against disease, fear, and paralysis, and is IMMUNE to energy drain attacks. The wearer also immediately recognizes any creature seen as alive, dead, undead, or inanimate. The mask counts as a head slot item.

Storn - +2 Laeral's Storm Armor (Full Plate-dwarven size)
This ornate set of full plate armor is inscribed with raised dwarven dethek runes. The armor was orginally crafted for a dwarven royal of Mithril Halls. It is +2 full plate armor, constructed of a magical non-metallic material. It is lighter and more flexible than normal metal. ACP is -2, Max DEX bonus is +2. It does not conduct electricity and provides Lightning Resit 20. It also does not conduct heat either anbd gives Resist Fire 10.

Tyree - Cloak of Hidden Dangers
This magical cloak is made of a thin coat of animal fur. It wisks away water and is an excellent protection from wet weather.
+2 Cloak of Resistance.
1. As a swift action can transform into a +2 Flaming Bastard Sword. (forfeiting the Cloak's abilities while in sword form). Activation word "Flamberg".
2. As a standard Action 1/day can Blade Burst hundreds of daggers that shoot out in a 20' radius (fireball template centered on wearer) for 8d6 damage to all within radius, DC 18 Ref for half damage.
3. Any thieves attmepting to pick pocket the wearer are automatically attacked by a magical badger for +12 melee 1d6+5 damage and wearer is alerted by badger ferocious snarls.

Egwaine - Eye of Druuthbane
This yellow crystal is the size of a human fist (Rumple will want this this for the Seekers Guild). Originally created by a wizard who opposed a druuth (a cabal of dopplegangers led by a mind flayer), it glows with a red light when a doppleganger is within 60', blue when an illithid is within 60', and violet when both are within range. If held in an off hand provides a +4 Resistance bonus to all saves. Once per day the crystal can fire a red ray (as a ranged touch attack) that forces a doppleganger back into its true shape for 1d4+1 rounds if it fails a Fort Save DC 18.

Rumple - Troll Gut Rope
This braided 50' rope has a slightly pungent oder, feels rubbery, and bears a large complex knot at one end. 1/day the rope can be commanded (activation word ="Tugotlug") to grow up to 350 feet for a total length of 400'. After a time period or the command word again the additional 350' of rope will decay and return to normal size.

And

Rumple - Modified Boots of Striding and Springing
These jet black magical boots are as a standard set of magical Boots of Striding and Springing but also contain a +3 Keen Boot Blade hidden inside the right boot. Swift action to deploy or return blade. Damage is 1d4+3 Crits on (17-20 x2).



Manzorian asked the Heroes to follow in Edward's footsteps and investigate Kuluth-Mar and learn for how Kyuss came to be. Manzorian pointed out that the best way to know an enemy is to know what made him...and what better place to learm Kyuss' history than an expedition to the site of his divine apotheosis. Manzorian indicated that while the Heroes explore the ancient city, he intends on leading Agath Harpell, Eligos, Celeste, and Allustan in a session of intense research on the Ebon Triad, Kyuss, and the cause of Edward's dissapearance. The findings from the research combined with what the Heroes discover in Kuluth-Mar will show the next steps to take.

(Eligos in the picture)

Manzorian provides the Heroes with two very powerful teleport scrolls that should be powerful enough to reach Kuluth-Mar some 1800 miles away. Manzorian indicates that the Heroes should view the painting on the wall and that it will provide magical insight into the exact location of Kuluth-Mar such that the Scrolls can be used with near certainty. Manzorian suggests the Heroes equip themselves for hot, sticky jungle enviorn and indicates that the Heros should be very cautious in their exploration, as surely strong evil lurks the deserted ruins of Kuluth-Mar.


Will the Heroes survive the dark and dangerous jungles of the Chultangar? Who really was Kyuss? Will Tyree accidently kill the Party with the Cloak of Hidden Dangers? And what has become of poor Edward Harpell? For the answers to these questions and more, tune in to the next session of the Age of Worms.

Key Contacts - Longsaddle

George Turgin - Kamist's father. Manager of the All Seeing Eye. George is a powerful looking male of Damaran or Rashemen origin. His strong features, broad shoulders, and warrior presence betray him as battle hardened. He is pleasant with the Heroes and is especially fond of Storn as George was a good friend Storn's family.

Celest - That girl from the arena with elven features and silvering blond hair. She is quite striking but maintains a subdued homely appearance...More than one of the men in the party recognize her true beauty should she desire to show it from under her disguise of a rough and tumble rogue.

Eligos - the Sage from Waterdeep. He looks younger somehow as if the event of being brought back from the dead made him nearly a decade younger. He is staying at the All Seeing Eye as well and is happy to talk to the Heroes. Only he has little to add that he has not already told the Heroes. He says all will be clear when Manzorian returns. He cautions the Heroes to stay clear of the Fortress of Unknown Depths as it is protected by powerful and unpredictable Harpell magic.

Cymria - A female elven fighter wizard who asks many questions and seems to be caring for Eligos. She is pleasant enough except for with Tyree who she obviously distrusts. She is most likely a gatekeep that must be respected for the Heroes to gain favor with Manzorian. She has long silver hair and carries dual scimitars one longer than the other on her waist.

Edward Harpell - Egwaine's lost first love who seems to be no where in town and allegedly went missing almost 5 years ago at the time Egwaine and him were to be married.

Mylindee Harpell - A powerful Human Illuskan Wizard and sister to Manzorian and mother to Edward. Egwaine has not seen her in years but recalls that she was a strong Wizard and senior leader in the Harpell clan. Egwaine always knew that Mylindee had always pined for her son to marry a daughter of the Stormrider clan. In fact, she opined in the past that Mylindee and Oblayna Stromrider conspired to break up her and Edward so that Edward could then marry Sara Stromrider. Though she was 3 years Egwaine's younger.

Drace Krennit - The former Lieutenant of the Barracks he was replaced and relieved of his command by Lt. Victor Mevkazich. There is bad blood between Drace and the Alliance. He used to be a regular at the Night Cloak but now seems to be spending his days at the All Seeing Eye with a group of his loyal men (6 Human - Tehthyrian Fighters armed with chain shirts, swords, and shields) They all seem very trained but now blatantly are no longer in service. Drace and his gang are holed up in Londsaddle for Winter and have the entire downstairs common lodging room to themselves until spring. They spend their time gambling, drinking, eating, and playing Dragon Chess. They occasionally will leave Longsaddle on short patrols in search of Uthgardt Primitives for the bounty they offer.

Cannorial El'atherian - An elven Ranger who has traveled to the Western Heartlands from the courts of distant Everska. He talks of a Great Green Dragon the lurks about in the nearby Lore Wood. Many of the women who flock by his side say he is just making this up, but he assures them that this dragon is real and that he will bring it down for evils it has brought about to merchant vessels out of Luskan that trade with his distant land.

Kelloran Blint - Human -Illusakn trader from Luskan. He wants to open new trade routes between Luskan and Waterdeep. He hopes to open an office and warehouse here in Longsaddle and another in Diamond Lake. He is stuck here for the winter as he paused in his journey when he heard of the troubles in Diamond Lake. He is happy to discuss the matter with the Heroes especially when he learns that they are Agents of the Alliance and from Diamond Lake. He is traveling with 4 Human Illuskan Fighters and 2 Illusakn scoundrel looking rogues or merchants. They have a two rooms on the second floor down the hall from the Heroes individual rooms.

Bronnok Holdstone - A Dwarven fighter from the Mithril Halls. He is wanderer and seems to be homesick. Something is troubling him and he is even more stoic than Storn. He is staying in one of the two room additions on the North side of the Inn.

Regilous Thantee - Human Thayan Red Wizard and proprietor of the Night Cloak. Locals will tell you that he is harmless and has rallied on more than one occasion to defend Longsaddle from Uthgardt Primitive raids against the town. Alobron suspects and even knows he is an agent of the Thay and is suspicious but continues to collaborate with him, He seems to care for the Alliance soldiers very well and gives them healthy respect.

Tilgen Rest - An Illuskan Ranger and bounty Hunter...He is known across the land for his hunting of his wild Uthgardt Primitive kin...He tracks with his partner Macon Torbin also an Illuskan Ranger and five other Rangers from various parts of the Western Heartlands. They usually stay with the Stormrider family as they hire on with them on regular occasion. The Heroes saw them briefly when they were bringing in three Uthgardt Barbarians to the Barracks for bounty. They paid respect to George Turgin at the All Seeing Eye.

Session 50 - Devils' Gambit

10th Nightal 1371 DR
late afternoon
All Seeing Eye, Longsaddle about 100 miles north of Triboar
Cold Winter day, clear

Spell Report - Active Spells
Heroes Feats (12 Temp HPs...Gone except Egwaine, good till morning on the 11th)
Divine Ward (Tyree, Stron, Alobron, Rumple)
Greater extended Mage Armor (good until mid-morning on the 11th)

Injury Report
No Physical
Tyree - bruised ego

After some shopping and Company business, Egwaine teleported the Heroes to Longsaddle. Egwaine indicated that as a young lady, when she first joined the Church of Kelemvor she had been sent to this quirky little town for missionary work. She elaborated that it was here where she fell in love with one Edward Harpell. Alas, the love was not to be, as one of the senior Harpell Matriarchs sent Edward away on distant business. All Egwaine has left is the symbol of their love carved on an old oak tree just south of town. At least she has a place she remembered well to teleport the Heroes.

Ambush. A group of Devils somehow calculated the point of the Heroes teleport and ambushed the party. The Heroes were greeted to a scene of the old oak tree that Egwaine recalled so fondly set ablaze. The Devils wanted the piece of the Scepter of Calim. The Devils were set with a plan and immediately cast dimensional anchors preventing most of the party from using teleport or dimension door to escape. The devils were led by two Barbed Devils and also had in their war party 4 Bone Devils as well. The Bone Devils used ice wall to separate the Heroes and the Barbed Devils moved in to attack. Rumple took the worst of it, being impaled on the barbs of one big fat meaty Barbed Devil. If not for Egwaine and her close wounds spell, Rumple would have perished right there.

As usual the Heroes were victorious. They slayed the big fat Barbed Devil and three of the four Bone Devils. One of the Bone Devils did manage to steal the Book of Monsters that Tyree was carrying.

After arrival in Longsaddle, Kamist cast a message spell and hid, quite uncharacteristically of him, muttering something about his father (ahh....issues). The rest of the Heroes were greeted at the All Seeing Eye by Alabron's mysterious girlfriend Celeste and Kamist's dad George Turgin. Celeste took the Heroes to a back parlor where they were surprised to see Eligos alive standing there. He explained that he was raised by an old friend Agath Harpell. Eligos explained that his memory was a little fuzzy (or fuguey) but he remebers being called upon by one of Loris Raknian's men. Okorol and a band of calishite men (dressed in black with red sashes) made him an offer regarding the Heroes. When Eligos refused, they turned on him and slayed him and his manservant Pollard.

Eligos further explained that Manzorian and Allustan were conducting important research and that he was instructed to have the Heores wait at the All Seeing Eye until Allustan and Manzorian returned.

After an early lunch with Eligos and Celeste, the Heroes headed out to explore Lonsaddle. Egwaine made an appointment to see Mylindee Harpell at the Ivy Mansion on the 13th of Nightall in the morning. The Harpell's were polite but firm that the Heroes could not see Mylindee until then.

Alobron delivered a package for the Thayans to the proprietor of the NightCloak Inn and Featshall. Alobron found that the establishment was a favorite of the Alliance Soldiers of the Barracks. Alobron was asked to deliver another package back to the Thayans at their Embassy in Waterdeep.

Tyree, interested in an old Uthgardt legend about old King "Elk Blood", investigated an old well that legend says was poisoned after Harpell Wizards turned him into a frog, squished him and cast him down the well. Kamist played a prank on Tyree and used major image to create a giant frog that hopped out of the well and fooled with Tyree until he figured it out. Eventually the Heroes recovered the remains of old 'Elk Blood" and Egwaine helped Tyree send his haunted soul on to the Fugue Plane.

The Heroes find themselves at the All Seeing Eye. They have each been provided their own room, to include even Kamist, who remains hiding outside in the very bitter cold. Night is coming so the Heroes better find a place for Kamist to bed down for the night. No sign of Allustan or Manzorian.

Will the Heroes meet with Manzorian, or will Devils and other artifact collectors interrupt this happy rendezvous and burn the place down in search of the broken piece of the Scepter of Calim? Will Tyree sack the town and avenge old "Elk Blood" reverting back to his raiding Uthgardt primitive ways? Will Rumple ever feel the same after removing that nasty barb out of his...? And will Egwaine ever find out what happened to Edward, her lost love? For the answers to these questions and more, tune in next session to the Age of Worms Campaign.

Longsaddle (Common Information)

This small village of 130 or so is located on the Long Road about 100 miles north of Triboar. Depending on when you take a look at it, Longsaddle is either sleepy and almost deserted, or dusty and crowded, crawling with bawling livestock and folk eager to buy them. Either way, Longsaddle is little more than a market center for the thousand or so folk who live in the surrounding ranches.

Longsaddle is dominated by the many-spired, crazily chaotic bulk of the Ivy Mansion. This, the ancestral home of the Harpell family, perches atop Harpell Hill in the center of the village. The other buildings in Longsaddle line both sides of the Long Road and some branching subroads, which are the only streets in the village and lacking of stonework or proper drainage in most cases.

For miles around, the grasslands are claimed by ranchers. The ranches usually include a fortified ranch house, a stockade, and stables. Most ranchers also hire and house ‘Longriders’. These farmhands are hired more to fight off Orc and Uthgardt Barbarian Raiders than to tend the stock. Cattle are the predominant livestock, but horses and sheep are also reared. Every ranch also grows its own vegetables, and sells any surplus at market in Longsaddle. The ranchers always send those who are temporarily disabled by injuries or illness to Longsaddle so that someone is waiting there to report the arrival of buyers back to the ranch.

Due to the large amount of trade that ranching brings to the village, the ranchers would probably control Longsaddle, were it not for the capricious, magically mighty Harpell Clan. For generations, the Harpells have brought Longsaddle an importance in the North far greater than its size and purpose would normally warrant.

The Harpells have always been mages. This tradition began with mighty Authrar Harpell, who was famous in the North an age ago for single-handedly destroying an onrushing Orc horde with his spells. More recently, Manzorian Harpell, along with his Company of Crazed Venturers, once fought off a demigod. On another occasion, fighting alone, he destroyed two Red Wizards of Thay and the undead beholders under their command!

These days, Manzorian keeps to the comparative peace of his own Fortress of Unknown Depths and is rarely seen in Longsaddle. The current village elder is Ardanac Harpell, the son of Adanac. He is the only Harpell who can be bothered with the headaches of local politics, or the doings of the world around. Ardanac is by no means the most powerful or eldest Harpell living in the Ivy Mansion. In fact, he doesn’t control anything within the walls of the house. By tradition, the oldest Harpell women do that.

The Harpells are a kind-hearted clan, but their magic is capricious. It is also so powerful that Uthgardt Barbarians currently steer clear of Longsaddle, though defiant bands sometimes steal cattle and horses from the outlying ranches around the village. There is strong prejudice of the Uthgardt in Longsaddle as the Barbarians have raided and destroyed outlaying farms and ranches on three occasions in the last 25 years. In the last Barbaric Raid Harpell magic was used to turn one of their Chiefs into a toad that was thrown down a well. Uthgardt legend has it that Chief Naataryee ‘Elk Blood’ the Great is now a spirit and haunts this well. Local Longsaddle lore says that the well has since been poisoned and will remain this way until the Chief’s spirit can be put to rest.

Longsaddle’s location on the overland trade road insures that the village will always have stables ready. Also, a number of craftsmen have come to the village because of the protection of the Harpells and the recent Lords’ Army Barracks. Most importantly though, Longsaddle is an important source of beef and mutton, attracting buyers from all over the North. Shipping masters come from all of the port cities, especially Luskan and Waterdeep, to compete furiously for the trade.

Meat intended for local consumption usually travels to its destination as livestock. Meat that will end up in a ship’s hold, though, is usually brought to the Harpells’ stall at the market. For 5 gp per carcass, a Harpell will seal fresh meat into a magically applied and hardened shell. This casing, made of mixed clay and leaves, fades after 10 days. In the meantime, though, the magic keeps the meat cool and sealed from the air. The shell also keeps the scent of the meat concealed from predators. The sealed meat can usually be transported to a boat and dumped into a hold full of ice, or for long voyages to the South, salt is applied before the magic fails.

The Harpells put their youngest children to work at this duty, starting them into magic at an early age. The monotony of this task usually has the effect of encouraging the children to experiment with, and eventually master, stronger magic.

The Harpell family is experimenting with shrinking animals to miniature sizes. They hope to breed them as stable species at the smaller size, to allow for maximum food use and minimal feed consumption. A furious private debate is currently raging within the family over the morality of such tampering with natural forces, but the research continues. To this date, few of the results, known as ‘minimals’, have been released onto the market.

Folk who travel the North think of Longsaddle as a place where you must watch your step, because of the magic hurled about everywhere. Moreover, griffins that dwell in the nearby hills sometimes attack travelers on the road. Even the local ranchers have begun to hire apprentice wizards to escort their shepherds and Longriders. These wizards are usually equipped with wands of paralyzation bought from the Harpells. The Harpells have magic to spare, and they will use it without hesitation to aid travelers and villagers alike.

Most people think that scores of wands, rings, and magic trinkets must be hidden all over Longsaddle, so there’s never a shortage of curious visitors poking around the village, looking for all this hidden magic. Many of the searchers are reckless young thieves, or ambitious agents of the Zhentarim or other groups. There are several such groups known to frequent Longsaddle. These include the Cult of the Dragon; the Arcane, a wizards’ guild that rules Luskan through the five high captains; and the Talonmists, a family of sorcerers who dwell near Westbridge. The latter are hereditary enemies of the Harpells. All are a source of constant irritation to the villagers, and constant amusement to the Harpell children, who delight in using magic to play pranks on the visitors.

Longsaddle is rumored to be protected by magical wards that have various protections to include among others the prevention of teleportation in and around the village.




The Ivy Mansion – Located on Harpell Hill this is the Ancestral Home of the Harpells.

Griffonpost – Stormrider Family Home, named for the Griffin Posts at the entrance to this large mysterious Wooden and stone home and stables. The entire complex is surrounded by a walled garden of dark, thickly grown forbidding pines and duskwoods. The Stormriders are well established and have raised skilled Rangers here for six generations.

Harpell Hill - The big hill on the Northwest side of town. It is surrounded by a blue gate that crackles with magical energy. One gets the impression not to touch. The Ivy Mansion sits at the top. A dirt road leads up from the Long Road. There are two young wizards at the gate entrance.

Libray Temple of the Binder of All Knowledge (Oghma) - This large wood and stone building has clear windows. Very rare in this time and obviously magic...Tyree will have never seen these other than colored ones in Diamond Lake. Others have seen them before on rare occassion in Waterdeep. The Temple is adminstered by 'Namers' or Priests of Oghma...Research may be conducted by non-members at a price. See the Acolyte at the entrance. Namer Harwood can assist those in a hurry for a price as well. This is one of the largest Libraries outside of Waterdeep and is well known to the Heroes.

The Alliance Barracks - This two-story walled building is surrounded by an 8’ stone wall that supports a single 20’ stone guard tower. The Barracks is home to three squads of alliance soldiers; which are led by an Alliance Lieutenant named Victor Mevkazich (Human, male, F7, Damaran or Rashemen in ethnicity). The squads are organized into a light foot unit, an archery unit, and a light cavalry unit. They answer to Captain Tollivar Trask in Diamond Lake. There are three Seargents; Mikhail Kinchencko (Human – Damaran, male, F9), Serge Vladistock (Human – Damaran, male, F9), and Marinna Maskovian (Human – Damaran, female, F8, archer). This unit is supported by three reserve squads from the town led by the new Reserve Lieutenant George Turgin the new Manager of the All Seeing Eye.

The Leaping Hooves Trade Stable - The Leaping Hooves does a steady and profitable business buying worn-out mounts and selling fresh horses to travelers. When trading horses, there’s a fee of 1 gp, so Urvon (Human/Damaran, NG, Large frame, mustache, bald) the stable master, never loses much in any transaction.

The Rolling Wheel – Proprietor Vlad Yinesky (Human –Damaran, male, E9). This shop specializes in wagon and cart whells and other travelers’ goods.

Nalathar’s Fine Stirrups and Spurs – Longsaddle’s second largest export business, after livestock, is moving the finely forged wares of Nalathar Druyn. Nalathar is a fine smith who makes spurs and stirrups of plain design at the best quality. Here, 1 gp will buy any single stirrup or spur. However, the prices rise many fold as his wares are bought and sold all across Faerûn. Merchants with room on their wagons never fail to pick up a few pieces on their way through.

The All Seeing Eye – Equipped to cater to the nuanced tastes of powerful visitors from all over the Realms, the All Seeing Eye rivals the finest inns and eating houses of Waterdeep. The sprawling three-story building houses a collection of well-appointed rooms, a grand ball room, two skilled chefs, and many minor comforts expected by the rich and powerful. The new Manager from Diamond Lake has the Stature of a seasoned warrior and speaks with a calm. He introduces himself as George Turgin but many of the staff at the Inn refer to him as Kevork.

Lake of Unknown Depths – This legendary lake is known for its dark blue hue in Summer and its great depths. You find it by following the path leading east out of town, at the heart of relatively small yet thick forest known as the Lore Wood, just beyond the Monument of Tanner’s Stand. Rising from a rocky island at the lake’s center about a half mile out is a pale blue castle surrounding a tower capped with a vast faceted dome that glitters like a blue jewel on sunny days. A twenty foot wide causeway runs all the way from the shore to the castle. Thin blue flags with the sigil of Manzorian fly equally spaced the entire distance.

The Hill Stream

Saddle Pond

The Paddock

Market Podium

The Gambling Golem – Local Gambling house and Tavern. The main proprietor is a Yuri (Human – Damaran, male). Two common games played here are fighting frogs and scattershields. See VGTTN pages 62-63 for more info.

The Night Cloak – The common feast hall in Diamond Lake. This two story wooden building is a favorite of the soldiers from the Alliance Barracks. This feast hall also rents rooms upstairs but currently is full of either refuges from the south or local Trappers and Rangers seeking shelter from the rapidly approaching Winter.

Beliver Family Home

Dostril Family Home

Feldryn Family Home

Gosstal Family Home

Irimari Family Home

Ostever Family Home

Ostever’s Slaughterhouse