AKS-Khyber

Loot and Experience 2

Experience – 500 + 930 + 650 + 500 = 2580 / 5 = 516 per person. \

516 + 1418 = 1934 current experience

Gold – 300 + 120 = 420 + 540 = 960gp

Items -

Residium – 90gp Value

Battle Axe x 2 – 100gp Value

Magical Items -

Reproachful Weapon Marcus

Rod of Hope Triumphant Asha

Martyrs Armor Tias Mcgee

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Into the Deep Gate

After stopping the first part of the ritual occurring before them our adventurers decide to rest and Tias Mcgee talks it over with the group and sends word back to various towns via his fellow worshipers of Bahamut that a dark and sinister power is taking hold of black root, and that some added power is direly needed, more so a person of faith to help deal with this threat of Khyber. Having heard of the exploits of Tias Mcgee, Marcus, Samel, and Okaria before the Invoker Asha answered the request for help and ventured past the Baleful Eye and into the deep gate.

The first room our group enters is a vestibule into what appears to be a dungeon constructed for the ritual of Khyber. The room is guarded by four large dragon statues which are protected by a series of arcane runes. After fending off a wave of reanimated skeletons, triggered by the removal of treasure from the hand of a dragon offering statue, the group disarms the arcane runes and moves the statue puzzle into the correct position to open the door at the south of the room.

Entering the hallway from the vestibule room the group encounters another pair for cultist eyeblades and orc wardens similar to the guards at the mouth of the cave. Dispatching this threat with relative ease the members of our team decides to press on. The group takes a short rest by a pool of Khybers blood which due to it’s magic qualities makes the party feel as if they have taken a full nights rest! The group then enters a room where light seems to fade for some unknown reason. Marcus decides to toss a light sunrod in to the chamber only to notice the it’s light is almost completely extinguished in this unnaturally dark room.

As they enter the group is then taken by surprise when a living darkness try’s to engulf Marcus luckily his assassin like reflexes allowed him to avoid being trapped inside the mass of darkness. After doing battle with the monster for some time, and watching their paladin Tias Mcgee get swallowed and Asha enrage the monster by dealing radiant damage to the beast, the part defeats this abomination and light in the room is restored to normal.

Pressing on the group takes a short rest by a pool of Khybers blood which due to it’s magic qualities makes the party feel as if they have taken a full nights rest! The group then enters a room where light seems to fade for some unknown reason. Marcus decides to toss a light sunrod in to the chamber only to notice the it’s light is almost completely extinguished in this unnaturally dark room.

Taking another short rest here seemed like a safe and valuable idea due to the relative safety of being able to close and lock both doors in the room the living darkness called home.

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Loot and Experience 1

Experience – 650 + 773 + 250 = 1673 / 4 = 418 per person

Gold – 120 + 480 = 540gp

Items -

Platinum Bracelet – 110gp value

Holy Symbol of the dragon below x 4

Magical Items -

Rod of Deadly Casting – Okaria

Astral Fire Armor – Samel

Symbiont Items – Tongueworm Level 3 This thin strand of quivering muscle takes root in your throat, its toothed maw ready to shoot out at your foes. Item Slot: Head 680 gp Power (Healing Surge): Minor Action. The tongueworm makes an attack: +8 vs. AC; 1d10 + 1 poison damage. If the attack roll is a 1, you are dazed until the end of your next turn.

Tangler Level 4 This wormlike symbiont wraps around your arm, spitting a glob of glutinous goo to entangle your enemies. Item Slot: Arm 840 gp Power (Healing Surge): Minor Action. The tangler makes an attack: Reach 3; +7 vs. Reflex; the target is restrained (save ends). If the attack roll is a 1, you are restrained (save ends).

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Cave outside of Blackroot.

Finding and following a trail of blood from Blackroot leads the group to a cave being guarded by what seems to be two half orc villagers. Upon approaching the Orc Wardens begin to attack the group along with two cultists that were hiding in the foliage around the mouth of the cave.

Once the threat guarding the cave was defeated the party moves in to discover a hall of living words. This narrow hallway has glowing crimson marks and symbols flowing along. The Group determines that all of the text is a list of names that seem to have be used or taken part in a ritual, of which the chanting can be heard but not understood from deeper in the cave.

Progressing deeper into the cavern following the sounds of the chants, a giant crimson glyph becomes visible,the group determines it is a trap but due to each person having a holy symbol of the dragon below the group is not harmed and able to open a secret passage leading to a treasure chest.

Heading back out from the secret passage the group makes it way into a cavern in which the ritual to which the chanting sounds have been originating from. The party dived head first into a battle with another Orc Warden, several cultists and a Dolgaunt Acolyte Dolgaunt Acolyte At the back of the room a giant Eye seems to be ever watching every move our group makes but seems to ignore the hostilities due to every participant carrying the holy symbols from before.

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Blackroot Village

As our adventurers return from a previous conquest in the Shadow Marches they have decided to take their friend Doria Veledaar up on an offer to stay with her family in Blackroot Village. Once the party reaches the town they are approached by Toraash’Dorrm he informs the group where the Veledaar house is and that the Veledaars left town a few days ago without much notice.

While the group investigates they find a necklace that has been torn off lying on the floor of the empty Veledaar house. They also notice that the house seems to have been left in a state that would suggest the Veledaars left very quickly or were taken as many items that would be sentimental or useful for a large move have been left behind

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