Tuesday, June 11, 2013

Death and Vengeance

Upon returning to their base the team spoke with Balcoth, who after hearing of their plight suggested they tackle the Tree of Worth, a place where dreams and reality are one in the same… so long as you can win. Our heroes agree to his terms and are sent to a competition where loosing can be just another step in obtaining your goals. Having knocked out the first 2 rounds of the competition our heroes are pulled back against their will before the final bout can begin. They return to shattered forces, their excursion into Annam All-Fathers realm gained them a great ally in Annam, who stood toe to toe with the Primordial forces, but it had come at a great sacrifice… Grumbar had fallen.
Feeling that it was his duty to speak up for his children, Piranoth gave a sermon that shook the Nine Hells. His anger over loosing a leader such as Grumbar to dwarven scum could not be hidden, upon pledging his and the entire army of Grumbar to following the Slayers. Asking for nothing more than being able to bleed the dwarf king for themselves, the Primordials fell in for the attack on Moradin’s base. Having agreed to be the decoys, the Slayers delve deep into Moradin’s entrance dungeon, drawing the attention of the few forces that survived the first encounter with their Primordial allies.
The slayers met fierce opposition in ancient constructs crafted by Moradin himself, but it was enough to give the vengeance seekers the surprise they needed to utterly destroy the Dwarf god and his allies.
Having claimed victory our heroes taste their very first divine spark, juicing themselves upon its powerful effects they find a might deep within it that they knew not of before… supreme power.

Friday, May 24, 2013

Wings of an Angel

Staring down their former friends, our Slayers of Sovereigns take on a defensive stance, only to be caught off guard by Sky’s laughing. Having detected our heroes strength, the triad of Hunters of Hope couldn’t help but feel pity for the Slayers weakened nature. Fully glinting in excess magical items, no doubt a gift from their newly merged mistress MystShar, the triad stand confidently… so much so that they offer an honorable duel, one of their members vs the entire team of the Slayer. The catch? Our heroes would have to pick their destroyer…
After much discussion and scanning the magical strength of their former allies, the Slayers chose the groups leader, the chosen and revered Amos. Stepping back to let their leader work, the other members of the triad appeared to be upholding their bargain of letting the fight happen. Amos, on the other hand, wasn’t taking any chances, powering up to his maximum he charged in with remarkable speeds, catching our heroes off guard for a brief second. Recovering from the surprise almost as quickly as it happened our heroes find themselves one ally short after an intense round of attacking from Amos. However, that seemed to be the best that Amos could put out, as the rest of the battle favored the Slayers as they weaved in and out of Amos' nasty anti-healing aura.
After many rounds the combat was finally over, and Amos’ wrecked body laid beaten and unconscious. After stabilizing the fallen angel the Slayers proceeded to collect their spoils of war from their overconfident victim, while Valthas and Sky look on in amusement, quoting that although it was a hard fought victory they did in fact slay the weakest of their colleges, something that Sky and Valthas had apparently wanted. With a flick of Sky’s hand, Amos was again standing up, now next to his allies. Following that was another flick of Sky’s hand and a true portal was created behind them. As the always confident Sky and sulking Amos exit the battlefield, Valthas lingers behind to offer some parting words to our heroes… “Become stronger… when next we meet the Triad will fight as one… and we will be seeing you soon!”
Knowing that a fight with the entire team would be suicide at this point our heroes shutdown Sky's portal with an amazing show of their primal force, seconds after the Triad had left. Their fight having exhausted much of their resources, our heroes find a great dissatisfaction with their current item collection, but finding some solace in the lives they just saved they continue forth in a hunt for greater power.

Sunday, May 19, 2013

Death of the Slayers

Annam All-Father... born as a Titan, gifted life by Piranoth the Earthmover, and now ruler of the Giant Pantheon of Gods. Indeed, he would make for a powerful ally... a fact that the Slayers are very much counting on. Having sent a diplomatic contingent of Grumbar, Maegera, and Piranoth to convince him to join their cause. With Annam at their backs, it might finally be possible to begin the uprising against the Gods... however, talks have just began and our heroes are nowhere in the vicinity. Instead, our heroes have chosen a different path...
On the island of Chult, in amongst the ancient dinosaurs and carnivorous plants rests the port town of Nyran. Their world torn asunder, many walks of life gather here in an attempt at peace, living out the remainer of the their days together.
This once profitable port town is overseen by the Great Paladin's of Ubtao, known to the Primordials as the Great Betrayer- having sided with the Gods during the last Dawn War. Once mighty, these Great Paladins have little power beyond money these days, having paid for the peace the town rests with. Fortunately for them, Chult is rich in resources and precious gems... but the day is quickly approaching when no wealth will be enough to protect the peace... This is the great Port of Nyran... and this is where our Slayers attempted to become Saviors...
Having arrived in Port Nyran through the powers of the Primal Weave, our Slayers attempt to spread out and listen to the hustle and bustle of the port town... only to be stopped by one of the town's guards. Speaking with the guard, our heroes find the mortals of this town easily manipulated with the promise of cookies, fake as they are.
Having found an unlikely ally in the guard, our heroes use his knowledge and understanding to easily move about the town. After a short talk our heroes learn of the Paladin's and their means of control, determining that being able to convince the leaders of the town to follow them would be a wise path.
      After much debate with the Paladin's, and more promising of non-existent cookies, our heroes finally convince the Paladin's to accept their offer to save their city and its inhabitants, taking them far away from this war in their soon to be completed, and very costly elemental spelljammer vessel know as the ARCC.
Leaving the gathering of the townsfolk to the Paladin's and their men, our heroes head back to the middle of town where they find themselves in the crosshairs between several angry parties. A riot of villagers looking to bleed our heroes dry via public execution for lies, several boats worth of pirates pissed about loosing their payouts, a legion of undead who appeared out of nowhere, and finally rampaging jungle creatures who are no longer being kept out by the towns guard.
Dealing with these threats rather quickly and easily, our heroes begin to rest up in preperation of their transit when they hear a familiar voice from behind them. "Heretics!" they're called, and upon spinning around they realize why... standing face to face are three remnants of our heroes pasts... three voices that became overshadowed by group vote... and three beings that our heroes weren't expecting... Amos... Sky... Valthas... Hunters of Hope.




Sunday, May 12, 2013

Out of the Frying Pan and into the Fire (of the Nine Hells)

We begin this story as the Slayers near the end of their jaunt through the Heart of Torog, staring down the great netherdragon Regalia. A dragon caught between Divine and chaotic energies, Regalia manifests itself as two separate beings, one pulling from divine ritual strength and the other fully engaging its darker half.
Regalia ended up being quite the challenge for our Slayers, enhanced by ritual energies he was neigh unstoppable. Eventually our heroes found the means to weakening those rituals, and were able to blow through the first quarter of Regalia’s life. Unfortunately, doing so triggered Regalia’s other half, the darker… deadlier half. Constantly being reamed by massive dark energy blasts, our heroes powered through the damage throwing everything they had, and more, at the great dragon. In the end, the battle concluded with a last turn victory via critical hit, dropping the great nether dragon mere milliseconds before it dropped the entire party and finally freeing the Master of the Pandemonum Stone, Bazim-Gorag.
Hard fought and well exhausted, our Slayers took a nights rest within the Heart of Torog, only to conclude that forward progression wouldn’t be worth the time invested. Desperate to return to the world and see how it faired, our heroes raced back to the mouth of Torog where they were whisked away by the familiar presence of the Weave, now primal in its power.
Upon returning to Roothold, the Slayers found their venerable leader in deep communication with an unknown visitor. Recognizing their presence in the room the visitor lifted its magical shield and revealed itself to be the one and only Asmodeus, Master of the Nine Hells.
More importantly, this master was wearing several familiar items, the helmet of the curator and the weapons of Corellon, all items that the party had sent to the Nine Hells in an attempt to pit Asmodeus against the Gods in the Godwar. Cutting his conversation short with Grumbar, Asmodeus turns and exits through a newly formed portal, inviting the players to join him for a private conversation.

Following the God of all devils through the portal, our Slayers arrived in his home temple. There they had an enlightening conversation with the Lawful Evil God of Tyranny, Civilization, and Knowledge. Revealing to them that he knew everything, about their attempts to kill him, and their plans to kill the gods, he applauded them in their aggressive approach and suggested one of his own: to form a blood pact between the devil and primordial legions in their bid to kill the Gods.
Needless to say, some of our Slayers were more conflicted with the decision than others, but after learning about the dire state of the world, having most of its natural life eradicated, our heroes realized that desperate times called for desperate actions…so have a great debate, some analyzing of the past, and some practicality processing our heroes agreed to go along with Asmodeus’ ruse on Grumbar and initiate The Pact.
The Ritual was impressive to say the least, the great forbearers of the devil and primordial races stepped forth and shed blood to bind this great pact, bleeding onto the impressively large contract and forming the Pact beast of which their vows have been bound.
Mere seconds after concluding the ritual, Asmodeus informed his new brethren that Roothold was about to be attacked by a force they could not beat and promptly encouraged everyone to return to his domain to conclude battle plans.
Having arrived in the great cathedral of the nine hells again, the primordial forces rally around the battle map to see just where all the forces of the gods lie. What would follow would be a massive session of tactical planning. For all their deeds, all their triumphs, and their continued loyalty, our heroes received many gifts from the freed primordials and above all, the right to dictate how the Pact forces would be dispersed.
After much deliberation, and a detailed account of the state of the world, our heroes opted to divide and recruit. Sending their forces after two goals. The first group being sent to rescue the survivors of the godwar trapped on the material plane, and the second group seeking out the assistance of Annam All-Father, leader of the Giant Pantheon, the long separated brethren of the Dawn Titans.

Tuesday, April 16, 2013

Groaning King, Crashing Wave

Each step, each shadow our heroes cross in their journey through the Heart of Torog brings huge leaps in their power, all awhile solidifying their positions as Sub-Primordials.
Painfully unaware of the events of the world while they remain in the Heart, our heroes can only assume that Grumbar is formulating plans with the other Primordials, and that the constant stream of formerly trapped Primordials brings new tactics and ideas to his war.
Remaining focused in their task, our heroes venture backwards towards the light to secure that which they skipped, that which was protected by the servants of Corellon… Solkara the Crashing Wave, the Tsunami Primordial.
The ancient Eladrin servants of Corellon were no match for our heroes and were banished permanently upon their death, leaving behind a few trinkets of Corellon’s might, the heroes considered the benefits of using such items but again decided to use the Nine Hells as a dumping ground, hoping to spark the seeds of deceit between the Devils and the Gods.
After dispatching the Corellon guardians our Sub-Primordials once again delved back into the darkness of Torog’s Heart and ventured to that which was guarded by Shar, Balcoth the Groaning King.
Upon entering the checkered room, our heroes found themselves looking at... themselves. The shadows of Shar twisted to extremes by the arcane and psionic energies of Balcoth had warped Shar's shadows into duplicates of our heroes. Fighting their shadows seemed an impossible task, seemingly immortal and directly tied to eachother, our heroes found Shar’s challenge quite imposing but never-the-less found themselves victorious once again, ultimately proving that the internal fight with oneself can be overcome.
Ignoring the potentially daunting question on if the shadows were still apart of them, or if the battle itself was even real, our heroes continue to look to the future and the guardians they can slay, setting their sights on the great Bahamut’s guardian: Regalia.

Friday, March 15, 2013

Remnants of Old

Long ago when the Dawn War was fought, there were many fighters on both sides of the war. When the Dawn Titans were imprisoned, many of spirits that fought in the war remained close, as if continuing to fight them even in their death.
These noble spirits where twisted and corrupted over time, as all those who remain close to the primordials eventually are. 8 ancient eladrin nobles, long dead and forgotten by time, became corrupted from the energies of Mual-Tar, the Thunder Serpent. They became the Corrupted Eight, so focused in their guardianship of Mual-Tar that they strook out against anyone and everything, nothing that ventured into the prison of the primordial survived.

Our Sub-Primordial heroes faced off against these chaotic beings, and while the spirits power of corruption were strong, our Sub-Primordial's confidently stood against these foregone guardians and in claiming victory, released the Thunder Serpent, Mual-Tar.

Upon completing the so called "Circle Room", our heroes venture further into the innerds of Torog, finding themselves with a plethora of choices, with one very obvious one standing out. Behind the veil of this particular room stood a Satyr unlike any our heroes have seen.
Its wild and chaotic nature seemingly non-existent, this well tempored devilish Satyr introduced itself a Ailhoof and welcomed our heroes into its lab. There, he informed our Sub-Primordials that if they wished to fight him he would be more than happy to ablidge but that if their goal was to free his charge, then they were too late as he had set Maegera the Inferno free prior to their arrival.

Upon further communication with this unique guardian, our heroes learned that Ailhoof was infact commanded to set his charge free and that he was not allowed to discuss the particulars of how or why. Though, as they continued to talk with him they learned of his significant study of extracting energy and that he considered himself to be an ally to our heroes. Looking around them at his impressive lab, our heroes began to consider the benefits of taking some of his materials with them in their pursuit of crafting primordial artifacts and began speaking to Ailhoof about a trade. His interest seemed to be focused on obtaining the big bad wolf blood but an arrangement was never met.

Sunday, March 3, 2013

Freeing Chaos

Delving ever deep into the bowels of Torog,
the MondaySlayers begin to tear through the great guardians of the primordials.
These defenders, once great soldiers of the gods, now nothing but ash.
Their once mighty stature was no match for the growing power of the Sub-Primordials
which continues to grow as they cut a path through their wouldbe hero enemies.
Their speed of slaughter was something to behold, and had any of the other primordials witnessed their might they might question giving their new allies such strength.
Freeing not one, but two of their primordial brethren,
our Slayers continue to look deeper into this dungeon,
every curious if they are to find any true rivals in such a place.



With their forces growing quickly, and the God's warring with eachother its only a matter of time before our Slayers reach critical mass and step out of the shadows to show the world their true might!

Friday, February 1, 2013

Bhaal Ball (Superbowl Sunday)

John, Announcer

"Welcome back to the Bhaal Ball Pregame Show. For all you first timers out there, and for those people who forgot to give praise to Oghma for their knowledge, we'd like to take a moment to remind you of the vast history and rules of Bhaal Ball."

Ssshisskaa, Announcer
"Thats right John, long into our ancient past we once upheld a powerful ritual to honor our God, Bhaal. This ritual consisted of two groups of eight combatants in an all out brawl of blood, guts and murder. I understand it was quite the scene."

"Haha, probably not as monumental as it is now, Ssshisskaa."

"No doubt, John. Time has aged this brawl into today's amazing sort: Bhaal Ball!"

"Thats right, more than the brawl it once was,
Bhaal Ball requires strategy and tactics
along with heroic levels of endurance.
And, as we all know, the grand daddy of the Bhaal Ball
games is almost here..."

"The Super Bhaal!!"

"Coming this Sunday the 3rd,
we will be watching the ravenous Buldamar Ravens
face off against the tenacious Saradush 49ers!"

"Both teams have overcome incredible odds
to make it here and we're bound to see some truely
heroic levels of play, perhaps even paragon!"
"Don't get ahead of yourself Ssshisskaa,
these teams may be great but dont forget that
the losers will be executed in accordance with the sports laws."

"A quick and painful death or vast wealth and riches...
quite the incentive to win!"

 "Indeed. Now lets move onto the rules of the game."
"Sounds great, first I guess we should point out
that each team is in a race to score 3 points.
They can score these points in one of two ways."

"First, theres always the option of
knocking all of your opponents unconscious."
"Thats right, and a favorite way in past history to win too.
The second method is by scoring with the Baal!"
"Ah yes, the Baal. At the start of the game,
the Baal begins in the middle of the field.
Both teams often fight for it
as it is the easier way to score a point
as all you have to do is
run it past the enemy's goal line."
"But wait, there's the catch! When the point is score,
the Baal resets to the middle of the field again where it can be picked up again, and usually with
a wide open field!"

"And thats pretty much everything,
the rules are open to allow all sorts of creativeness
but brutality is always the crowd pleaser."
"Thanks again for joining us at the Bhaal Ball Pregame Show,
we look forward to seeing you on the 3rd!"

---quick summary----
*Bhaal Ball is a 4th edition Dungeons and Dragons one-off game that features a battle bowl style game similar to football. It provides for a large quanity of players to be included in the same game by pitting two groups of players against eachother. 
*First to 3 points wins the game, multiple games as time and interest allows.
*Each team is made up of 8 members, this likely means you will control more than one character.
*The Baal begins in the middle of the field and you can score a point by taking it past the enemies goal line.
*You can also score a point by knocking the entire enemy team unconscious
*After a point is scored, encounter powers are recharged. After a game is over, daily powers recharge.
*After a point is scored, any unconscious allies stand up in their place with half their total hit points
*Character level is 6, you are not allowed to create bards or monks or use any feats connected to them
*Baal carrier can't make attack actions, however they still retain the regular amount of actions
*If unattended, the ball can be picked up with a minor action, free action if you have fast hands or similiar abilities
*If attended the Baal can be recovered through several methods:
          *Bull Rushing the Baal carrier will knock the ball free
                           (please note this does not include charge attacks)
          *Dazing/stunning/or banishing the Baal carrier will knock the ball free
          *You may steal the Baal using (thievery-10 vs reflex) (standard action)
          *You can cause the Baal carrier to drop the Baal using (intimidate-10 vs will) (standard action)
*You can throw the Baal if you desire, using either athletics/arcana/nature, resulting check is divided by 2 for distance (standard action), however the Baal can fall short and become unattended if the range doesnt meet your target, range is determined after the action to throw is confirmed.
*You can also protect your ability to hold onto the Baal by causing the next attack directed at you to target a skill check using either your bluff (juke), acrobatics (dodge) or endurance (guard) as a move action.

Wednesday, January 30, 2013

Progress Update (1/30/13)

The first week of joint cooperation was indeed a unique one. As both teams head into their respective battles they meet painful opposition to their goals.
First, there was the Sundays crew, facing off against the massive power of Torog and his blood swarm army. Starring down this powerful enemy our Slayers found themselves so overcome with anger that they eventually began taking it out on eachother dealing deep cuts, both physically and psychologically, to one another. What will the future bring to our infighting Slayers? Hopefully some stability in the group...

Monday's crew likewise contended with a dominating threat, but rather that it being in the shape of internal strife, it was dished in the form of an ancient Orc huntsman and his faithful Nightmare mount. Their battle waged on all night, concluding in the great huntsman drawing his last breath and freeing the once imprisoned Primordial of fire and water, Piranoth.

Tuesday, January 29, 2013

Progress Update

Wasting no time, the Slayers of Soverigns subgroup "Mondays" tackled the innerds of the great god Torog. Finding a mystical path leading up to 3 different doors our heroes carefully looked over their options.
In the first room they found an ancient tomb, the pillars and stone structures obviously worn down by the test of time. Watching closely they saw several skittering things.
In the second, they precieved a massive battlepit with a large horse-like creature seemingly standing guard.
In the third, they viewed a large dinning area complete with 5 creatures.

Unfortunately much of what they could see was masked by a unique magical dim-light openning leading into each room. With the war raging on outside Mondays had to quickly choose their target.. and choose they did. Left, as it were, happened to be room 1, which delved our heroes deep into the heart of a tomb of demonic undead spiders, gifts from Lloth as it were, with the goal of sealing away a hunting primordial. Mondays defeated the room but not without sustaining large amounts of damage, the challenges in here were far beyond what they had encountered before this point and it was clear the road they had taken was not going to be gentle, afterall, our heroes backed the losing party of the previous Dawn War.
Regardless, Mondays success in this challenge was impressive and they succeeded in unbinding the next Primordial to join their cause: Kezef the Chaos Hound!

Monday, January 28, 2013

King that Crawls (Game Intro: Jan 20-21 2013)

Long ago a war flared between two extremely powerful groups: The Pantheon Gods and the Dawn Titans. Both sides warred with unfathomable power but eventually the Dawn Titans, now known as Primordials, were defeated.
Killing such ceatures proved to be troublesome, however allowing them to remain active was unacceptable, so the Gods sealed the Primordials away believing that using different bonds to bind them would provide them time to secure the others should one of the Dawn Titans be freed.
In truth, these prisons stood strong over a vast length of time until one paramount mistake was made on the pantheons part: a divine spark chose the domain of prisons, and unwittenly formed a bond between these great bound beings.
Taking no break in their duties of changing the world, the Slayers of Soverigns look to free these long imprisoned enemies of the Gods, taking up their blunts and blades and directing them towards He Who Imprisons, the King that Crawls, the one and only... Torog.

Sunday, January 27, 2013

What Once Was, Part 2

Once again through the looking glass, the Hunters time jump to the near future to see if O was holding up his side of the bargain. And sure enough, all that the Hunters had asked for had been given to them, but O's amount of control over existence was staggering and it didn't take time travelers to see the changes that were being put into action. Another quick jump to the far future and the Hunters witnessed a deafening sight, massive armies of undead and earthy dwarven creatures were waging war with one another across all of existence.
After finding O again, the Hunters learned that he had brought the entire pantheon of god's into the fold of undeath and had merged with most of them. After obtaining the energy they had so long sought, and directing it into the Godjammer ship itself they decided to head back to before the dawn of their Overgod creation and undo what they had did, little did they know that the transformation and revival of Mystra was well underway and as they finished their task to undo their work, literally leaving a note for themselves, their godjammer ship transformed and vanished.
Stuck in the far past, the Hunters wondered why their revived Goddess just wouldn't take them with her. It wasn't long before the TimeKeepers, powerful soldiers of Labelas, finally caught up with our Hunters and took them into custody.
Having accomplished their task gave the Hunters a great sense of satisfaction and a near fearless outlook on the possible punishment that could be inflicted upon them. Though this fearless approach was soon to be realized as unnecessary.
After returning to Labelas' domain for punishment, they found his entire domain empty. Apparently they were needed elsewhere and after a quick excursion by the TimeKeeper they found themselves standing in an arcane temple of the likes they had never seen. Being led into the main chambers they were met by their fellow Mystra worshippers that they had long since said goodbye to, a large contingent of TimeKeepers, Labelas himself and an unknown teenage girl who would soon reveal herself as Mystri, revived goddess and next incarnation of Mystryl.
They were met with a roaring sound of applause, the gratitude was so thick you could cut it with a spoon. After the applause had died down, our Hunters were introduced to Mystri who informed them of the true nature of the Hunters of Hope.. that they were in fact hands of The Weave, and that their desire to serve her was in fact them recognizing the connection that she had to the Weave. She then took them into an extremely well hidden back room and introduced them to The Weave (personified).
It was there that the Hunters would learn of their true fate, that they were the hands of the Weave, the devices the Weave used to inflict its brand of order and to ensure that fate couldn't be avoiding by anyone or anything. It wasn't long after that our heroes found themselves deep in the thick of battle with unknown forces, both in time and defending Mystri's domain against an incursion of elite dwarves. It didn't take a genius to see there was some very powerful people trying to seize Mystri's domain from her, and in her newly reviven state she was rather weak to defend herself. Our Hunters knew they needed help.
Their first goal was to destroy the Lord of Blades, believing that they could take his Godspark and his arcane forge in which they could use to build a new army, finding help in this goal by a warforged named Egg. Learning of his lacking Godspark too late to matter, our Hunters defeated the accursed Lord of Blades, scourge to all who were living, and reclaimed his forge in the name of Mystri. After moving the forge back to Mystri's domain they had Egg begin their goal of creating an army of animates.
It wasn't long after the first batch was finished that our heroes realized they were going to need higher powered help, as their enemy was a fellow god.. of war. Clangeddin Silverbeard had declared war on Mystri for unknown reasons but it was clear he meant business. Our heroes knew that they would need assistance from another god/goddess, and with Mystri and Labelas nowhere to be found, our Hunters knew that they must take the recruitment process into their own hands... and what better ally than the great Platinum Dragon, the God of Justice... Bahamut.
A quick hop through time, and an unfortunate run in with a Warp Weave later, they found themselves conversing with Bahamut in his human form. Telling of their great story and the injustice being committed they were able to convince Bahamut, reluctantly until he had determined what was really going on, to help fend off Mystri's domain.
As time passed, Mystri's domain more or less being protected by Bahamut and his Gold Dragons, our hunters delved deeper into the rabbit hole and learned of a Primordials involvement with corrupting Clangeddin and forcing him in this war. Upon returning with this news Bahamut informed our Hunters that his help would no longer be, as Mystri was not what she appeared to be, that she had been corrupted in her revival and now served one of her mothers, the dreaded Shar.
Our Hunters, still loyal to Mystri began looking for solutions to her condition, believing that her other mother, the virtuous Selune would have answers. Our Hunters attempted to commune with Selune but she would have nothing to do with them as they were still connected to Mystri. Knowing of few other options our hunters decided to continue on their quest to free Clangeddin from his corrupter, delving into the very heart of Root Hold, Grumbar's domain.
Defeating the first line of defense, our Hunters were able to gain entrance into Grumbar's lair but it wasn't long before the defenses of the domain began to hinder our heroes progress, and in a desperate bout of fight or flight syndrome, the later being the selected, our heroes cast a ritual to escape the dreaded domain... only to be redirected to Grumbar's inner sanctum. There, after some downtime, they met with the massive earth primordial himself and were met with an unexpected proposition.. Grumbar wanted them to join his cause.
After much debate and deliberation, our Hunters of Hope agreed to Grumbar's terms and after an extremely powerful primal ritual, became the Slayers of Sovereigns, leaders of the combined armies of Grumbar and his Primordial allies. Their first task: find more allies by free'ing the bound Primordials and their first stop in this task was the throat of Torog, god of imprisonment and unwitting lackey to what would soon be called "The Great Release."

Saturday, January 26, 2013

What Once Was, Part 1

Once upon a time there was a powerful Goddess of Magic known as Mystryl. Mystryl had a long and painful history of dying and being reborn, however regardless of her form she always inspired greatness in her followers and soon a proud and devoute group of worshipers were formed. After Mystryl's last death, her reincarnation didn't occur right away, unwilling to sit and wait her followers began their journey to find a means of ressurrecting their goddess... they became known as the Hunters of Hope.
Their journeys were long but all awhile their goddess hadn't arisen, as each day passed they became more certain that they must succeed in their task to prevent her memory from disappearing completely.
Finally, they found what they were looking for, a sign that their goddess wasn't infact dead, but contained... waiting to be resurrected once again. This containment was in the form of a spelljammer ship, a vessel of emense power with the ability to sail the cosmos like boats sailed the ocean.
The ship was teaming with Mystryl's energy, granting it unique abilities, but paramount of these was time travel. Wasting no time the Hunters of Hope, leading the followers of Mystra, set out on their journey. Their first stop? Well, if the Hunters were going to navigate the vastness of time in search for magical items powerful enough to revive their goddess they would first need a map.. specifically, the Map of Time, which was intrusted to the current God of Time: Labelas Enoreth, the Lord of the Continnum.
While an ally to their fallen Goddess, Labelas was a stout believer in keeping History, and the part it plays in Time, unchanged and unabridged. Never would he willingly hand over the Map of Time knowing the Hunters plans, and so.. they didn't ask. The Hunters quickly put into action a plan to steal the map as it was originally placed in its vault. Navigating their way through the giant clock of a dungeon, the Hunters found themselves laying in wait for the object to be placed. Their hiding however did not go as planned as they were spotted by Labelas, who called for them to speak in private. After sharing their story and goals, Labelas understandably refused to allow them to take the Time Map but handed them his personal weapon, the Timestave.
While not what they were hoping for, The Timestave was both a generous and double-sided gift. It would allow the Hunters to seek out ripples in time, often brought about by other time travelers, the Hunters would then head off these other travelers and stop them before they could effect the past, thus doing Labelas' job for him and providing the Hunters with powerful magical items that these travelers no doubt had on them in the hopes of accomplishing their task.
After using the staff to track down the time incursions several times the Hunters began seeing a pattern of travelers without items of power, and while they were assisting Labelas with his tasks they were no closer to achieving their own. Still, the Stave was a powerful item and no doubt it would continue to serve a purpose. The Hunters needed a more direct approach to achieving their goal, and they knew just where to begin... Sigil, the City of Doors.
Sigil offered the Hunters a unique method of interacting with large groups of people from all over the Axis. As the leading trading hub it would provide value and resources that no other place could begin to compete with. However, Sigil in recent times has become an unwelcoming destination for those not in the know or holding great power, so the Hunters figured why deal with that mess when they can just go back into time to the very beginning of Sigil and begin setting up their society of Planeswalking looters.
As they arrived in the newly formed Sigil they found the city in vast disarray, no order or leadership could be seen of this place and most of the town consisted of shanty towns. After some research the party found that there was a vast magic binding cast over the city and that the portals led here but wouldnt lead to their intended target destinations, moreover they found that violence was apparently forbidden aswell as any creature performing a hostile action was banished to a random plane. It was clear that the Lady of Pain hadn't been banished here yet, bringing her own brand of order with her, and that this town was most inhospitable for their current goals. Still, the Hunters didn't stand for simple defeat and began to establish a few elements for the town, most notibly a temple who trained its followers to fight the Far Realm.
Upon returning to the City of Doors several years later, but just a blink of the eye for the Hunters, they found much had changed and that the ground work that they had established had already started growing into serious elements. They found the portals had been stablized and that the town was more or less being ruled by a rather powerful Lich. Upon more communication with the townsfolk, and even with the Lich himself, who went by the name of 'O', they found that the stability of the town, in the portals and structure of the town was thanks much to his, and his fellow Red Wizard's of Thay's doing. Unlike other Liches the Hunters have heard tails of, O seemed to be a generally decent being and eventually they struck up a deal with him. They would inform O of the Lady of Pain's exact time and place of her banishment, and in turn he would absorb her powers and place into action the design that the Hunters had for Sigil, specifically a magic tax upon all the portals that would instantly take a small portion of power from everything and everyone entering the City of Doors. O agreed to the terms and it wasn't long before he had the power of an Overgod.