Acolytes of the Silver Flame

Dec 21 Entry

Quick and dirty game summary

Standing over the vanquished body of the spellweaver, the group wonders what to do next. Ria and Vikaris receive and urgent summons to return to Flamekeep, their mission is unknown but presumably of utmost importance.
After a discussion with the White Lotus headmaster, the group decides that the city of Sharn and Morgrave University is the best lead to decipher the secrets of the book – now known to be written in abyssal – an old, rare, and even dangerous language. The headmaster is willing to fund the trip but insists a member of the faculty accompany the group – and Eden is introduced.
Max Lao has been contracted by house Medani to investigate the deaths of several academics, all of which seem to be linked to their research into a specific tome. The academics are of various study focuses. He makes his way to the White Lotus Academy and also asks to accompany the group on their journey. As Fox Paw and Jubal wish to investigate a separate lead on the Shadow of the flame, and will have to join the group later, the group is only too happy to swell its ranks with an experienced adventurer.
The group heads toward the nearest lightning rail station. Before arriving, they are intercepted by a group of beasties that seem to slither rather than walk, and 3 of the 4 are actually skeletal! A battle ensues, which while diverting is quite one sided, the group triumphs with barely a bloody nose.
The lightning rail ride, is beautiful and scenic, it’s quite amazing to see the landscape fly by at such a rapid pace! Keira does, not waste the time on the train. She entertains the passengers (making a not inconsiderate sum on the side), but also gathers some significant information from some of the first class passengers. The biggest trove of information comes from an older dwarf named Drago Darn who is a member of the Aurum (of the silver level, quite high placement!). Also in first class is Vink, a decidedly uncouth Halfling. Before departing the train, the group buys several feather tokens, which will aid with any falls in Sharn (making sure to have enough for colleagues that may later join them.
The group decides first priority is Morgrave University, where they hope to find a way to translate the Tome. Eden knows one of the professors there, though it has been a few years. The group arrives at the university and tracks down Jana, Eden’s former classmate. Though she seems helpful and directs them to an antiquities and languages scholar named Therby, Max determines that Jana is hiding something, and it is revealed that she was told to push the group in that direction! Through a sending stone, the group informs the White Lotus headmaster of events to this point.
The group decides to spring the trap, but not without some help. They recruit Bron, a university guardsman, and 15 of his colleagues to aid them in this endeavor. The group marches down to the bowels of Morgrave, to confront the trap.
They are not disappointed. Waiting for them, is Zoldathra, the Master of the Word; who has tied Therby to an alter and obviously plans to sacrifice him – to unknown purpose. Also in the room are nearly a dozen foulspawn wretches, slimy bulbous minor devils.
The group formulates a plan and attacks. The guards take on the wretches and the group focuses on Zoldathra. The Wretches are not much of a hindrance, but Zoldathra does not go down easily. He even manages to charm Eden into attacking the rest of the party. Eventually, though after a long battle, the group emerges victorious. Onto the spoils!

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Dec. 16 game - Hooray for Dragonmarks!

Keira waits outside (for Jubal?) as the rest of the group follow Sachalrim the Yuan-Ti Occultist down the pipe he had opened. This after having witnessed Kylar (the girl you were supposed to rescue) “fall” into the hole.

The group sees Sachalrim fleeing past a bunch of cells holding prisoners from the village and intercepts him, unfortunately he is also backed up by several Cultists and a major fight ensues. The group is aided by Merrit an artificer (with a clear dragonmark of house Cannith). The fight is long, fierce and difficult but the group eventually prevails with no casualties.

The artificer, impressed with the groups prowess asks that you help locate his friend Ralsor D’Lyrander. An airship pilot (and heir of house Lyrander) that has gone missing.

The group first takes all of the hostages back to town, relaxes and recuperates.

They then take on the quest to find Ralsor. This task, is either aided or impeded (you are not sure which yet) by an elemental galleon almost falling out of the sky.

The group manages to get aboard (even as it’s still flying) and is immediately onset by ghouls.

Disposing of these, there is still the slight problem of the plummeting ship. Looking for a solution, the party sees a group of ghouls about to execute a man. Fox Paw, apparently not the least bit stunned or disgusted by such a site, rushes into the fray to rescue the prisoner. He grabs the prisoner and moves to the side as the rest of the party engages the ghouls.

This turns out to be an interesting move as the man grabs Fox Paw says “the prophecy must continue) at which point the mans Dragonmark slithers onto Fox Paw’s body!

The party manages to neutralize the ghouls. Fox Paw, realizing he can now control the ship, runs for the wheel and straightens it out.

And that’s the story so far.

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Session 11

Session write-up 5-06-11
Riya and Vikaris re-join the group. Investigating some of his own issues, Jubal heads out of the sewers with the intent to rejoin at a later time.
Moving along the sewers, the group encounters no shortage of disgusting sludge, slime and other airborne nastiness, their constitutions stretch to the limit to fight off the various diseases.
Moving through one narrow corridor, the Acolytes encounter a group of ravenous ghouls, which are only too happy for the opportunity of dinner. The encounter is further complicated by the green slime lurking on the ceiling. Despite the vigor of the opponents, the acolytes triumph in the end.
Exploring further, the group is ambushed by an undead tiefling, while at the same time exposed to the mercy of a spout of fire within the room, that targets all indiscriminately. Wordlessly, the monstrosity attacks with a deadly combination of poisoned short swords. He is quite mobile and the acolytes have a bit of trouble accounting for all the movement. Still, in the end he falls to the ground inanimate. The only oddity the group notices is the marking of a shadowy flame (3 lines in a certain pattern) on the vestments of the fallen undead
The acolytes witness and incorporeal form rising from the ground. The spirit of Sir Geo Arnd one of the first Paladins of the Silver Flame challenges the group on why they are worthy of the treasure of his tomb. Vikaris, before answering inquires about the tiefling, and is told the brief and sad history of Arjani squire of the Silver Flame and tragedy. Though the way is rough, the group convinces Sir Arnd to allow the use of his armor – a relic thought lost to the mists of history.
The group rests (with some, such as Keira, struggling to overcome the filth fever that seems native to the sewers).
The group moves South and west cautiously, but there are no further problems until they reach the farthest southwest corner. There, they encounter what was once a clearly regal and beautiful woman, no desiccated and decaying. This does not stop the woman from accosting the acolytes with all her might. The group is thrown all over the chamber, and for a brief time Riya falls under the woman’s spell and attacks her own party. But again, the group is victorious. After a brief search, they again find evidence of the shadowy 3 line mark. This will clearly require further examination.

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Session 10

As Riya and Vicaris investigate rummors in the warehouse district, the rest of the group follows up on the traitor in the garrison leads.

Investigation leads to a clothing shop (what is it with fabric?) owned by a nice old lady that Jubal negotiates with. A silk scarf (with some nice properties, a bargain at 500 hard earned gold) and some information later (the traitor is likely dead in the sewers, but whatever he was pursuing is worth investigating) the group is off to the sewers. They make a stop at the Garrison and convince Anton D’Deneith to acompany them – as Vicaris and Riya have not yet reunited with the group.

The sewer entrance is, as quite expected, a long slimy decent by ladder. Not trusting the ladder, the group lowers a rope, and Torvald throws down a sunrod to light the way. Jubal decends first, to scout. Unfortunately, he immediately notices that the sun rod has drawn some attention from two carrion crawlers. He swings on to the wall and clings to it to avoid the crawlers. But they just shimmy up the wall with no problem at all. The rest of the group swings down and engages he crawlers. With the groups combined might, the battle is won – though at least half the group can’t move by the end of the encounter.

Moving on along in the sewers, the journey is icky but uneventful – until low voices are heard in a room ahead. Jubal again scouts ahead, and finds a room full of ghouls crouched over a table. Signaling the rest of the group, he bursts into the room, jumps on the table and proceeds to kick and punch the ghouls. The rest of the group joins, and though the ghouls are vicous and difficult to kill – they are eventually overwhelmed. Turns out they were poring over a journal, that discusses a hitherto undiscovered relic in the sw side of the sewers. Purpose renewed, the group prepares for the further forray into the sewers.

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Session 9 (or so)

The Dopplegangers lie dead and their lair is sufficiently looted. Fox Paw received a finger wound and clearly some kind of poison/disease during the looting, but the effects seem relatively minimal for now. The revelation that a member of the Silver Flame may be directly involved, is troubling but really not particularly surprising given the events in Thaliost to date.

The group ponders their next series of moves – with the found papers (and the names on them) there is certainly room to accuse certain people, but how to go about it? The group decides to go to the House Deneith barracks and once again speak to the commander, which may provide answers and also hopefully a means to cure Fox Paw.

The conversation with the Commander is quite successful (which may have something to do with Keira, but that’s a separate issue) and the group gets some leads on the names they found and as importantly Fox Paw is cured with a relative minimum of fuss.

There was some talk about avenues to pursue -

After some talk the group investigates leads from the Deneith camp. This eventually leads to the warehouse district; specificaly, the shop of J’hanna. Unfortunately, the groups efforts at subtelty are not fully successful, and they are met with wand fire the minute they get near the shop. After an extended battle with an J’Hanna (an artificer) and her minions the group stands victorious. They interrogate J’hanna and for the promise of never returning to Thaliost (and the contents of her shop) let her go. Investigation of the shop reveals many fine silks, but more importantly a book of rituals That sets some of the party salivating.

Also some leads on the traitor on the Deneith guard – which the group sets to investigating.

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Session 7
Why is it always necromancers?

You are slowly making your way back to Flamekeep (none of the galloping urgency that led you to over the Aundair border in the first place). Keeping mostly along the road around the Silver Wood, you happen upon a young man on the road, who hails you as Knights of the Silver Flame! A little surprised (as technically only Vikaris holds that distinction, and not yet landed at that) you stop to hear his tale of growing up in the woods. He offers to work under you to develop a better understanding of the Flame – and Riya and Vikaris you are always looking for new converts.

Of (perhaps) more interest to the rest of the group, he claims to have encountered a Necromancer on the outskirts here! Are there more? Foxpaw certainly sees traces of travel into the woods that could easily hide such an elicit den, The Church is always looking out for dark magic, and in these dark times (Aventhemon almost succeeded and his taint may still linger in the land) rooting it out is more important than ever. Of a more mundane nature, you are relatively near Thaliost a powder keg of rebellion on the Thrane, Aundair border; skilled adventurers are always in demand whether to help keep the peace or to take on some of the more dangerous work that the Thranish military and or militia would shy away from (Bodel Arden mentioned this and there could be potential for good deeds, adventure and on a baser level, loot).

And of course, going back to Flamekeep with news and potential for more travel and missions is always a good option, among others.

The group hears a Robin’s call. Foxpaw realizes there is something unnatural about the sound, at least for this area. A further near supernatural effort lets him spot the small eye, now observing the party. This tips the scales for the group and they decide to investigate the possible necromancer threat.

Moving into the forest, the group is held up by some indecision on whether to scout, simply rush forward, or other course of action. The discussion is cut short when 6 gargoyles (skeletal gargoyles!) glide in and attack the group. Jubal acts quickly and makes short work of the first skeleton that lands. The rest of the group is not quite so fast and are quite harried by the beasts. Still, the outcome is inevitable as less than a minute later the foes lie vanquished in piles of decaying bones. Keira manages to collect some residuum from the magic animating the gargoyles.

Going forward, the group moves deeper into a dark, decaying area of the forest let by Foxpaw and Prydin the group’s newest addition. Eventually they come upon an iron door clearly barring a passage into the bowels of Eberron. When Foxpaw touches the door a magic mouth appears and extols: “to the Keeper, a sacrifice must be made!” with no action forthcoming a long tongue sprouts from the mouth and promptly lashes out to draw blood from Foxpaw’s jaw. After some deliberation with the group, Foxpaw again touches the door and offer’s blood as a sacrifice. The mouth accepts and after drinking its fill swings open the door.

Moving further and further down, the group hears chanting in a far off room, after some commentary about how they seem to keep interrupting dark rituals, the group sends Jubal to scout. He determines the room is filled with 3 chanting necromancers and several zombies. The group bursts in and despite being constantly held fast by zombie gibbets and various necromancer spells, eventually slay all of the foul beings in the room. For their efforts the group finds a bloody but salvageable Blessed book, a Moonsilver staff. And the necromancers collection of coins and gems (500 gold worth). Of a more troubling nature, they find a note – clearly on paper from Flamekeep with the Silver Flame emblem! “Need makes strange bedfellows, please make sure it is delivered as soon as you are successful.”

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Session 6

Session 6

The doors are locked and the guards seem at the ready; not a good start to getting out of the palace. On the plus side, Torvald and Foxpaw, two recent additions to the Silver Flame, managed to get in before the doors locked.

The group attempts to simply walk past one of the guards, but a threatening swing from a halberd rapidly stalls that idea. Fortunately the party has a direction in mind (the area indicated by the maid) and rapidly moves there while managing to hold off the guards with relatively little effort (after a particularly sound thwack one of the guards even runs away). Vikaris holds the door as the rest of the group slips out and into the secret tunnel. Well mostly; Riya either from holy fervor, blood lust or sheer stubbornness decides to show the 3 remaining guards what for, and engages all three at once. Unfortunately, their attacks are both well coordinated and deadly, proving too much for her alone. The rest of the group, including the new additions, run back in and drive off the guards, with Vikaris dragging Riya behind him (a bit of a disapproving look in evidence).

The group walks through the tunnel for miles, eventually emerging at a crossroads. Noting the smell of rotting flesh (and the abundance of crows) they move to investigate (minus a few members who go to get the horses, aided by Jubal’s obsidian steed). The group finds a pathetic looking village with a population looking half dead (physically and mentally) almost all of them missing a limb or other body part. Keira is able to provide words of comfort and more importantly a decent healing skill and despite initial reluctance, the villagers warm up to the group, feed them, and send them on their way.

Galloping down the road, the group is stopped by flaming timbers coming out of a smoking schoolhouse. Fearing a trap, but still feeling obligated to investigate, the group moves in. As suspected, a group of thugs, backed up by a mage and a dire rat lay in wait inside! The group engages them in combat, and despite the difficult terrain emerges victorious. They even manage to find some Hedge Wizard gloves in addition to the scattered gold. The group recovers, takes a short rest and moves on to their destination.

The group arrives at the temple and wastes no time pushing into the alter room (seeing as a column of darkness is descending into it from the sky). The fight is on, as the Grand Vizier, a deathlock wight, 2 berserkers and no less than 8 zombies loom. Moving into position, Jubal makes short work of most of the zombies with kicks, punches and probably a head butt or two. The rest of the fight is less one sides with Foxpaw nearly succumbing to the axe of one of the berserkers, and Keira spending some time within the column of darkness (after some magic from the grand vizier) and Riya almost succumbing to some murderous thoughts against the group (at the behest of Avonthemon). Still, the group pulls everything together and after some harried initial rounds, they all stand and none of their enemies do. Much is found in the room: gold, 2 rituals, a very nice amulet. And (from the body of Avonthemon) a violet metal dagger that seems to shift into a different weapon depending on who holds it. The group collects their reward from the mayor (1,500 gold pieces along with promises of aid in the future, and a very welcoming attitude in Aundair). All that done, the trek back to Flamekeep and further adventure on the horizon looms.

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Session 5

Session summary   

The group rests and relaxes after their retrieval of the coat of eyes (and it’s return to the temple for destruction), the the symbiotes are also turned over as no one can even contemplate using them, despite their apparent power.    While rest is initially relaxing, one night Keira, Vikaris, Riya and Jubal all have a horrific dream: Torn out eyes, bloody limbs and imagery of maimed people pervade the entire night. All wake up with a sense of dread and distinct sense of wrongness. The early morning is consumed with the discussion of the dream (in Keira’s room) and possible implications – but few answers are yet found.

This changes when there is a knock on the door.   

Dax (a servant) summons the group to the presence of Bodel Arthen. After a cursory greeting Bodel immediately begins to discuss a troubling development over the northern border (in neighboring Aundair). Seems one of the local nobles is contemplating a grizzly solution to the droughts plaguing the area – she is convinced (from where?) that a sacrifice tax will put an end to the blight – not just any sacrifice tax but a human one with anyone crossing the main bridge on the border required to sacrifice an eye a hand and for larger groups (such a full trade contingent) a human life! Such a strange decree in a normally civilized land must be investigated and further must be stopped. Unfortunately with the wounds of the Last War still so fresh, official action will have to wait and a military solution is almost unthinkable at this early stage. Thus it falls on some unofficial representatives to perhaps talk the noble into re-thinking her position The prevailing theory is that something is influencing the noble, maybe even something demonic – and that’s rapidly becoming the groups specialty.  

  After some pulled strings, the players get a meeting with Mayor Joren of Relkingham who can supposedly get them an introduction and meeting with Counselor Neelani – the noble in question.  The party lets Keira do most of the talking – which proves to be a good idea as the mayor is a shameless flirt and between that and Keira’s practiced words the group obtains an glowing letter of invitation t speak with Counselor Neelani. And more than that, they actually convince the mayor to dip into the treasury and pay them to speak with Neelani (1,500 gps, so far o good)! The mayor warns them that the trek up is short, but the roads have become lawless as of late as the drought has both stretched provisions and the constables to the absolute limit.   

The group starts the 3 day trek uneventfully, but on the third day find their path blocked by three huge scraggly men fingering ridiculously oversized  axes.  The men demand all the groups gold as well as the armor and weapons. Naturally this request does not go over well and (despite Keira’s efforts at negotiation) a fight ensues. The group tries a non-lethal approach, but the 3 thugs are actually berserkers (as Vikaris finds out when after a good blow against one results in foam at the mouth and a retaliatory strike that nearly sends Vikaris to the ground). The battle is hard fought, but ultimately, the group winds up with some nice big axes as trophies.   

The group finally make it to the Palace of the Noble counselor Neelani (though whether noble is anything more than a title is yet to be determined). The group is met by a halfling senechal who immediately ushers them in (apparently the mayor sent glowing word ahead). The group wisely kneels to the counselor and preceeds (well Keira mostly, though Jubal has some good insights) to explain why the edict is such a terrible idea. The counselor is initially difficult to persuade (explaining that the high priest Avonathemon has made it clear that the sovereign host will lift the drought with the propert sacrifice), but is worn down with persistence and good argument. Nerelani vows that the decree shall not be enacted and leaves the room. As she is leaving, one of her maids (eyeing the guards) mentions an alternate exit to the party. The group wonders why this is necessary until   1) they hear the senechal cry that the edict has been taken (by Avonathemon) shortly followed by what could only be considered a death gurgle, 2) Keira’s remembrance of an old, but powerful custom – if the edict is read on a consecrated alter in Aundair it becomes law – noble’s approval or no. and 3) The sudden realization that the guards, standing at ease a moment ago, have blocked all the exits!

Things are about to get interesting.

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Eberron Session 1
session 1

Vikaris (paladin, Riya (avenger), Keira (bard), and Jubal (monk) meet with the typically pompous, arrogant but succinct Bodel Arthen.

He informs them the Silver Flame requires them to Journey to Blackroot and retrieve the coat of eyes a potentially dangerous item that the Silver Flame wishes to cleanse.

The group embark on an 800 mile journey to the Shadow Marches. The journey ultimately proves uneventful.

Approaching the town (weary and muddy) the group is met with a bit of scorn and disdain but not outright hostility.

After asking some questions and getting nowhere the group meets Toraash Dorrm the Reeve of the town. he tells them their contact (Doria Veledaar) has left for Sharn with her family. Jobal is extremely doubtful Toraash is telling the truth. He does, however, show the group Doria’s residence.

The group investigates and finds again the villagers are not helpful. In the house they find signs of a covered up struggle. Further they find a residue of arcane energy (Keira) and a blood trail (Jobal). They also find the blade of an obsidian dagger and an amulet with an eye embedded into it. Keira is stopped outside by an old grizzled orc who warns her to leave now or be subject to “the harvest.”

The trail (blood and arcane) lead outside the town to a cave opening. 2 woodcutters are guarding the cave opening, and brush off the party(citing a private religious ceremony). The group moves to investigate and the woodcutters attack (proving themselves far from ordinary when one opens his mouth and his tongue attacks the PCs!), further backed up by 2 orcs hidden in the surrounding foliage.

After a long difficult fight the group emerges victorious (though battered and bloodied and Vikaris has shown a literally diabolic side of himself). Aside from the mundane gear and weapons, the group finds an Earth-Wrought hammer(and a tongueworm (though no one in the party seems to want to use it ;) ). The group takes a brief break, and moves on.

The group descends into the cave and finds a writhing lifelike script (blood red of course) occupies the walls. Keira attempts to understand it, and after a brief psychic struggle, realizes it is the names of the many victims of the “Harvest” – their souls are trapped within the writing and the walls.

The group proceeds further and encounters a magical glyph. Keira attempts to deactivate it arcanely and after quite the struggle (where she almost sets it off) manages (the knowledge of the trapped souls seems to slightly help).

Moving further the Group hears chanting in an unrecognized speech. Jubal investigates and finds chanting cultists with an orc bodyguard and let by a Dolgaunt! The room is overseen by a large unblinking living eye!!

The group surmises that the eye will not affect anyone wearing holy symbols of the right god and, as they have several, put them on.

They then proceed to barge into the room and with the element of surprise wreak havoc. The cultists, orc and dolgaunt all fall to the concentrated assault. The group discovers about 60 gold a nice (though disturbing) platinum bracelet (110 gp), a Tangler (again which no one wishes to touch let alone use) and a suit of Healer’s leather .

Taking a deep breath, even more bloodied and battered than before, the group prepares to descend into Khyber to rescue Doria.

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