Wrath of the Righteous

Clearing the island

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Well here we are on Colphyr Island. We avoided the tentacles that are around the runestone. We flew upstream to the look for the mining area. We stay low to avoid the vrocks. There are more of them than you can shake a stick at. It is a long way to the head of the river. There is a box canyon of purple stone and we see a large cave up in the wall. We fly up and peer in. There is a slime demon who is trying to change to look like a succubus. She looks pretty shitty. She starts communicating telepathically and waving for us to come to her. Babes insults it and it looks shocked. It comments that the ones we are after are down the big hole in the floor. She introduces herself as the Folsom Queen. Jay and I seem willing to just avoid her. Babs wants to kill her.
All of a sudden a dragon appears crawling up out of the hole. Anrui runs over and hits it only to find that it is an illusion. Bob points out that the real dragon is over in the corner behind us. Babs beats on the slime demon but amazingly it survives the first round of attacks. The dragon puts up a blade barrier and traps Anrui on the side with it. Everyone else is on the other side with the slime demon. Jay finishes off the slime demon and then begins to shoot the dragon. Anrui charges the dragon and hacks it down. Babs and Anrui charge a tentacle monster that has appeared. Babs chops it into calamari. A dragon’s treasure mound appears and the false image hiding it fades. Taking loot from evil feels good. I also take a dragons tooth as a souvenir.
We start down the shaft. About a 1000 feet down, we find a chamber. We decide to explore this area before we continue on down the shaft. Someone has a fetish with goat headed demons. There are carvings of these ugly things all over the walls. There are a bunch kalavakus and gibrileth plus a glabezu. Babs kills one and severely wounds another. Anrui kills the glabezu in a couple hits. The evil ones swarm around Babs and Anrui. The bad guys swing wildly but do no damage. Jay kills one. Babs steps up and slaughters the three in front of her. Anrui pwns the two in front of him and yell “next”. The remaining two charge Anrui and miss on their attacks. Jay starts blasting one of the remaining guys and kills him. Then he pokes a big hole through the only remaining guy. Anrui sticks his dagger through the hole and kills the last guy.
Now to explore the rooms. Jay finds a really nasty trap on one of the doors. He disables the rune trap and makes it look like a smiley face. We step through the door and find a room full of evil creatures. Why would anyone have a room of bad guys with a fancy rune lock on the door? Couldn’t these bad guys protect the room?
Hepzamirah casts a spell and damages Babs for about 1/3 of her hit points. Was this the most damage ever done to Babs in a single attack? Then Hepzamirah casts a blade barrier. Everyone moves to the side with Hepzamirah. Anrui attacks her and does massive damage. She splits open and Baphomet comes out and starts forming. He lectures us but then is attacked by Nocticula who forces him to leave us. There is a portal and Baphomet is forced through it. Babs attacks a mythic Minotaur and kills it. Now some guys step out of the wall. They all have the sign of Baphomet etched into their armor. What kind of nonsense is this? Hepzamirah and Baphomet have left. Why are these still here? They surround Babs. Probably a real bad idea. Oh my God. They are anti-paladins. A couple of these guys hit Babs and one hits Jay. He boils over with anger and cusses at the guy. Jay shoots a bolt right through his head and he drops. Rule #3. Don’t piss off Jay. Anrui hits the grave knight in front of him a couple times but misses most of the attacks. He must be getting tired. Bob makes Babs big and she does a meat grinder cleave and kills eight guys including the guy who hit Anrui. Now there is only one Minotaur left. Jay finishes him off. The area is cleared and we start searching for loot. There is quite a lot plus a bag of holding type 2. We also find 22 human prisoners and free them.
Babs communes about what to do with the crystal that is on the desk in the room. It is evil and there isn’t much we can do with it other than destroy it. Everyone other than Babs leaves the room. Babs beats the evil out of the crystal until it breaks and the glow fades.
We take the portal and we are back in our land but we are 240 miles from the Drezen. We lean of new developments. The Herald of Iomede has been taken. The evil Templars and the other Baphomet forces have vanished from the World Wound.
We find out that Baphomet was actually killed and therefore returned to his realm. He is stuck on his realm now and if he gets killed there within the next year, he will die forever.
We are pulled into the presence of Iomede. She asks us some questions to see if we are worthy to do a mission for her. She decides we are worthy and gives us the Chalice of Ozem. This chalice can hold the blood of the Father of Wyrms and it can melt any lock. This will let us get to Baphomet to kill him. She gives us a thread of cloth that will act as a special stole that will give us some special abilities including a plain shift for a quick retreat to her. She sends us back and we appear where we were with a bronze symbol of Iomede in our hand. This symbol will port us to the Ivory Labyrinth where Baphomet resides.
Our research shows that his area is larger than the Inner Seas region. It is a series of mazes. The Breathless Mountains maze has the Ineluctable Prison where Baphomet keeps his favorite prisoners. Probably where the Herald is being held. The Father of Wyrms is in the Lightless Maze which is a series of damp underground tunnels. We will go to the mazes.

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Into the Darkness
Of a few Paladins in the Midnight Isles

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It is done, the rift from the Midnight Fane to the Midnight Isles is now closed. We will have to hope that Queen Galifrey is safe on the Prime Material side with Yaniel and they return to the army safely. We will also have to hope that the closing of the rift was already a noticeable start to gaining Nocticula’s attention as we head toward her capital, Alushinyrra. The sooner we complete this task, the sooner we can be out of this realm. My feathers already itch from the Chaos and Evil of this place.

The isle we are currently on is from a demon of destroyed cities and loss, it simulates a steaming jungle. Alushinyrra is on the isle of Alinythia, which is not where we are. Aureshalae and I take an aerial view of the jungle and see a ruined structure. When we arrive it seems to be a temple to Nocticula. Lucky for us, there is a short ritual that we can perform to open a portal here directly to Alushinyrra. As soon as we arrive some demons attempt to take us into slavery, and they fail miserably. We walk around and find that the most prestigious and exclusive battle arena is Battlebliss. We decide this may be the fastest way for us to gain Nocticula’s attention so we head there to test demon mettle against ours.

At Battlebliss, we find that the reigning undefeated champion is a four-armed incubus named Geldarfang. We tell the bookie, an obese cambian called Irgleth, that a Paladin of Iomedae has come to challenge him. This seems to create quite the buzz for us. Geldarfang fights alone, and we thrash him soundly within seconds, but then a few others illegally join the ring to challenge us. Irgleth plays it off as a surprise part of the entry, but no matter. The would be assassin demon and Minagho also lay dead by our righteous blades.

As we leave the Battlebliss victorious, Nocticula herself speaks to our minds. She wishes us to come to the Vault of Graves and defeat her guardians. We learn that this is the place she keeps records of all her kills, but we show no fear as we enter. The guardians are no match for our combined might. In the following chamber, Nocticula herself stands to congratulate us. Her presence is….overpowering even to our stout souls.

It seems Nocticula has known all along that the allies of Baphomet and Deskari had been mining her crystals without permission. She was waiting to see who would be sent to challenge them from the Crusade. Her plan was to offer her assistance to us so that she may in a twisted way gain a favor from Iomedae down the road. She also offers to provide us with a boon, which we all wisely decline. It is helpful enough that she knows which Isle they are currently mining, and can send us fairly close to there. We take a portal, which is not necessarily the safest route, but we arrive relatively unscathed.

Culphir is the isle of the demon lord of dragons, jungles, and poison water. The sky is black with thousands of Vrocks, making flight impossible. Shortly through the portal, we are beset by both a flayed angel and a strange obelisk that seems to have a direct link to a massive qlippoth whose tentacles try desperately to touch us. From here we stay low to the ground, and make our way upriver to confront these miners. May Iomedae keep us safe.

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Suffering Succubus Shenanigans
Time to Nut Hard on Some Demon Lord Plots and Plans

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Baphomet and Deskari are mining the Midnight Isles of Nahyndrian crystals, and they are doing it without the knowledge of the local ruler, Nocticula the Succubus Queen. Bad idea! Although their minions are attempting to form an alliance, and have her join against us in the Worldwound, if Nocci found out about their behind-the-scenes crystal stealing, she would be super pissed. That shit’s mad wack! Sounds like we need to let her know pretty damn quick. Having Demon Lords fighting each other is always the best way to handle them.

Also, that nasty super serum for demons and shit is being distributed from the Midnight Fain, and we definitely need to hit that place with a nuke from orbit (it’s the only way to be sure).

After spending a few days resting up and chillin’, Queen Galifrey shows up with important news. A rare and dangerous tome has been uncovered, which was used to open the Worldwound in the first place! They hope to use it to close it back down, but the wizard folks need to spend some time working on it. They also might have a way to close the rift where the Nahydrian crystals are being imported, likely also at the Midnight Fain. While we are down there, we should go into the Abyssal Midnight Isles and convince Noticula that the alliance is no bueno. Time to make the fucking chimichangas!

Gal Pal decides to join us on our trek, so we get to spend some time getting to know our reigning queen.

On arrival, we are greeted by a couple of flunkies, who escort us to the head bitch of the area. She is accompanied by a fallen paladin, in fact Yaniel, who tries to talk us into surrender. She obviously doesn’t know us very well, and Jay and I buff and release our paladins among the demons. Shit storm ensues, and soon there are no demons remaining. Snoochie boochies!

We even get to rescue Yaniel, who had been captured and turned into a husk. That trickster trick Minagho, whom had captured her and was impersonating her with magic, unfortunately escaped into the rift. Once we get Yani up and about, and send her back to the city, we are prepared to head off to the Abyss for a lovely weekend away.

As soon as we step into the portal, a group of Malfeshnee demons attack us! They are really big, and really tough, and shouldn’t be allowed to sneak up on a sister. Fuck the Abyss!

Bob and Gally close the rift, and we begin to plot our next steps.

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Exploring the Ivory Sanctum
End the threat of the Templars

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After removing Jerribeth, we continue our search of the Sanctum. Examining the laboratory and nearby prison cells, it is apparent that the Templars were performing anthropomancy to work divinations. The work appears to be a formula used to create a planar binding on natives of the prime material plane, transporting them to the Abyss or other similar locations. Not good.

In the cathedral area, we find three brain collectors, strange creatures from the Dark Tapestry. They were invited here by Xanthir Vang, to help in his evil plots. They appear to be the culprits behind the laboratory work, and since we don’t want that work to continue, and because they are very evil, we send them to their maker, whatever manner of strange being that might be.

Further exploring uncovers some powerful objects of Iomedae, which we recover for the crusades. We also find some other associates of Xanthir, whom we send back to their unholy planes of existence. Their plans are outlined in some very well trapped and protected documents, and inside these documents are many secrets – locations of their hidden bases, sleeper agents, and very recent and specific maps. They also point out likely nahyndrian elixir distribution routes and locations, which should be a great boon to the crusade.

Finally, Xanthir Vang is located in the training areas. He is surrounded by powerful minions, but they fall quickly to the paladin corp, along Bob and I’s help. Xanthir lasts a bit longer with some clever spell-play, but even he cannot stand against our combined might. We raid his treasure trove, where his journal reveals some of his most powerful works and secrets, including nahyndrian crystals, the chisel used to destroy the Wardstone, and attempting construction of a great nahyndrian golem.

We then head back to civilization.

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For Whom the Bell Tolls
Entering the Ivory Sanctum

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We are heading to the shrine to Desna and to rescue my friend. There is that artifact too. The silver bell in the tower. It takes us two days to get there. The site is in pretty bad shape. We can see one of the drakes circling around. We think the best attack would be entering on the back side. Jay and Bob make us all invisible.

We go around through the back and to the tower where my friend is being held. She gives us some password and we enter the tower. She is trapped in here. The tower has a forbiddance spell and that is what is keeping the evil ones at bay. We make quick introductions and she gives Bob a staff.

It is good to see her. She gives me a hug but cuts it short due to her being a succubus. We get set and charge outside. BA turns huge and does her crazy cleave and kills everything in range.

The hag vanishes. BA keeps killing things. The locust are doing their best to weaken BA. Jay make the hag reappear and all the bad guys are finished off. We rest some in the tower and get the bell ready for transport.
Back to Dresen we go. Pretty uneventful.

The bell is set up to protect Dresen.

We learn of a new mission and head off to the Ivory Sanctum. We end up finding this beautiful Elven woman named Gerabeth. I am shocked at her room. There is a torture table in the center of the room. Leather straps are covered in blood. There is a Templar torn apart and lying on her bed. Two half fiend minotaurs and three demons guard her. She asks us to join her and kill the Worm that Walks. We would have to wear this Dungeon Ring of hers. There isn’t even a thought about complying with her. The fight is on. I am really shook up at the idea of the pretty elf in the room of horrors. She changes to her real form and she is a demon!

Her minions are no challenge for our group. BA activates a team smite and goes to work on Gerabeth. BA drops her while we all wait for our turn to attack Gerabeth. It was a disappointing battle. We loot the room and find goodies including Templar notes.

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Rebuilding Drezen
A Bastion of Light Against the Darkness

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We have accomplished what many had deemed impossible: we reclaimed the city-fortress of Drezen for the crusades. Truly Iomedae watches over us in our endeavors. May we continue to shine in her divine light.

Drezen has been under the influence of Demons for the last 75 years. It has left it’s stain on the walls and halls of the keep, but we will vigilantly work to cleanse it. We have already determined the way to cleanse the Corruption Forge, reconsecrating it into the Purity Forge for our efforts. Arles is redeemed, and his hope for the crusades is restored. My hope is that he can be a positive mentor to others who falter in their path. Nurah as well seems to be well, though still somewhat quiet. I know she lost her last group of crusaders here against the walls of Drezen, perhaps she is feeling the loss of them keenly.

Jay, who has been vigilantly acquiring intel on the surrounding regions these past weeks, mentions that his family used to live in an area called Sesker’s Gully, about 20 miles from Drezen. With the rebuilding efforts in hand, we decide to take ourselves into the corrupted plains of the Worldwound for a scouting excursion. The weather is…well, abnormal. From windstorms, thurnderstorms, heatwaves, sandstorms and supernatural precipitation there is a plethora of things that could terrify lesser folks. Progress is slower than we’d like, but it is better to be careful and safe.

Towards the end of the day, we reach Sesker’s Gully, a ghost town along the Ahari riverbed. Jay says he heard a rumor there’s a restless spirit near here, an uncle perhaps who sacrificed his life to ensure his wife and child could flee the area. As we approach the family crypt within the cemetery, we see the house of Jarvis defiled. As we watch however, a dark crusader spirit approaches from the crypt. Alrys is obviously in torment, his vestments of Iomedae darkened and black. He explains that a demon or some sort of evil dwells below in their crypt, corrupting the energies within. We discover a pair of nabasu demons and a trio of bodaks. The fight is swift and deadly, and we continue our quest to cleanse the Jarvis family crypt and lay Alrys to rest.

Upon our return to Drezen, we get reports of Templars of the Ivory Labyrinth to the west, and some raiders to the south. We decide to take care of the Templars first, and head into the Marchlands. We come across a temple, and I can feel a surge of sadness and anger at the defilement of one of Iomedae’s places of worship. A fire of righteousness burns in my chest to make this right. Iomedae, grant us strength to right this injustice! A rather large group of templars and a godcaller are here in conclave. They hear our approach, but a well-cast spell of enlarge person later and I am able to lay waste to these blasphemers. As soon as the godcaller falls, the entire temple begins to shake and vibrate as all the features of the temple begin reverting back to that of the Inheritor. The others tell me they did not see all of them, but I see a host of angels completing this holy work. As I stand in awe of them, one of the angels breaks off and kneels before me, thanking me for my work for my mother’s temple. Wait…my mother’s temple? The memories suddenly flood in from a battlefield far from here. A rift had opened and I had disappeared within. My comrades say I was gone but a moment, but I had had the feeling even then that years had passed for me. Now those lost memories were there, all 16 years of them by the Inheritor’s side! She was like another mother to me, I am a child of the Lady of Valor. I am brought to my knees with this revelation, and I think some dust may have gotten in my eyes. I pray quietly until I have gathered myself enough to continue our clearing of the other rooms and then our return back to Drezen.

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Dungeon Delving Douchebaggery
Time to Stick it to the Shadow

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After giving that dwarf and his brother a thorough rogering, the upper levels of the keep are ours! Unfortunately, there is an uber nasty shadow dude occupying the dungeons below. It could be inhabiting the body of a crusader. We head down there to kick ass and take names!

Just entering the lower levels gives us all the major wiggins. It is obvious that there are major evil assholes somewhere nearby, and their very presence weighs on our souls. Stupid, cock-biting, uber evil things!

On the first level, we find some nice cells make to hold magical creatures, as they stop magic from functioning. One of the cells appears to have been occupied by a follower of Desna, or at least an attempted convert. There is a prayer inscribed to Lady Luck, asking for freedom from an eternity of enslavement by the Abyss. Desna may have answered said prayer, as the cell room seems to be blessed by the Lady. Perhaps the succubus turncoat who escaped is truly wishing to end her wicked ways?

The second lower level is quite warm, possibly somehow drawing heat from the Abyss. A strange pulley contraption allows us to cross the main room, and as we hear evil chanting occurring in the next room, we ignore the other egresses and head straight for the main event. The doors are not trapped, and when opened, reveal a mass group of vampire spawn, brimorak demons, our missing vrock, a succubus, and a follower of Deskari in the midst of a ritual. They are uninterested in friendly banter, and rush our paladins straight away.

Even though my newest spell fails to bring about the mayhem I had hoped for, the lower level demon minions fall like wheat before the sickle. The cowardly whore of a caster throws a wall of force out to keep myself and Jay from killing them even faster, but we drop the master vampire who pops down from concealment on the ceiling and tunnel under the wall with magic to save our paladins from the boss bitches. That’s when the succubus tries to head for the hills, followed shortly by her cleric friend. Of course, we bust them up hard, before tracking the vampire to his hidden coffin and sticking a fork, well a stake, in him as well.

We descend even further through a trap-infested set of caverns before finding a supernaturally darkened area. After lighting the room with my own magic, we also light a few torches just to be safe before proceeding towards what appears to be our missing Sword of Valor banner. Of course, that’s when the shadow demon boss, his henchmen, and their shadow minions emerge and proceed to try and drain the life out of us. With the power of Desna to guide us and punish the shadows, Jay’s crossbows to send them to their maker, and the paladin’s swords to handle the demons, we put those nooges on notice and the banner is back in the hands of the heroes! Snoochie boochies!

Drezen returns to the side of the Crusade!

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Taking the Citadel
Strike Force Zed Attacks the Keep

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The city of Drezen has been taken. Our armies have waged a successful campaign, and the demon forces are extinguished. All that remains are the forces that have barricaded themselves in the keep.

After learning of the traitor in our midst, we alter our siege plans to account for the intel provided by Nurah. The armies, led by Irabeth, will attack the towers and keep the bulk of the demonic forces busy, while our a small strike force infiltrates the Citadel. Staunton should not see it coming, and tactically it makes better sense than a long, drawn out siege.

We decide to attack at dawn from the air, with the sun behind us to help mask our approach. However, the abyssal beasts have keen eyes, and notice as we grow near. As we reach the vicinity of the easternmost tower, a flock of nasties approach us from further west, half-fiend minotaurs and a vrock, led by a mythic chimera. It takes all we’ve got, but we put them down with our combat prowess and proceed to whence they emerged – the western guard tower.

A few fiendish minotaurs block our way, but they are dispatched swiftly. We fight our way to the center of the keep, and discover Staunton, along with his brother and a host of fiendish servants, awaiting our arrival. Bob attempts a new tactic by making BA huge, but the demons counter with a dispel magic and we are forced into our standard tactics. Fortunately they are enough, and the servants of Deskari die as they have lived – facing the forces of good.

After the keep is secure, we search the place for treasure, as well as clues to the followers of Deskari’s plans. We do find some journals written by Staunton and his brother, which confirms that he was the traitor responsible for the fall of Drezen. Apparently they travel about corrupting holy weapons with a device known as the Corruption Forge. However, the Sword of Valor banner was not among the items they were allowed to corrupt.

The journals also discuss a powerful shadow demon named Eustoyriax, who arrived a few weeks ago in the body of a possessed crusader named Morance. He had come from the Ivory Sanctum, a central stronghold for the Templars of the Ivory Labyrinth, led by Xanthir Vang. Even Staunton was disgusted by Vang, so he must be something quite repulsive.

Finally the journals discuss the experimental potions that Staunton imbibed to grant him additional powers. Other servants died from the potions, but he and a chimera both survived with greater increase in abilities. We are fortunate that the potions are not full effective.

There also appears to be a succubus prisoner named Aureshalae in the lower dungeons. Well, there was, until she escaped. Staunton hunted her relentlessly, fearing the wrath of Aponavicius for allowing her to get away, and hired an Anis Hag to hunt her down. Apparently the succubus is some sort of abyssal heretic.

The last thing of interest in the citadel is the armory. A large number of items are useful for outfitting our army, as well as a few items to outfit ourselves. We distribute this equipment appropriately, and prepare for our next mission.

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Watch the Watch Towers
Bridge over troubled enemies

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We had handled the ghouls in the worship room. The one ghoul that got away ran into the next room. We decide to go look for him. There are two soldiers hanging in the kitchen. We decide to cut them down. We need to give them a proper burial. I throw open the door to the next room. Crap. It is a room with a big bad demon type and a bunch of ghouls. I thought we were chasing one ghoul. Silent Bob casts fly on me and I fly up to devil boy. I disarm his weapon and shield but he keeps hitting me. He knocks me out. When I wake up, all the bad guys are dead. I never did hit him but at least I disarmed him and he did not kill me. We find a strong box with some goodies. I hear that it was Babes who kicked big bad guys butt.

Jay hears a noise in the courtyard. As we start to move that way, a voice challenges us. There are two Nabasu. They are bigger and nastier looking than the one we just fought. BA says that she killed their kid. The one brags that the half breed we killed was not his kid. I attack one and Babes attacks the other. Silent Bob blinds the one that I attacked. I make short work of him and the one that BA is fighting also disappears. It turns out hers was a summoned guy. Good thing I didn’t need her help with the REAL guy.

We go up the Ahari gorge. There are swarms of Vescavor flying above the canyon. We sneak into a cave and kill the queen. There is an Abyssal Rift just beyond her. We speculate that is how the queen got here. A Vrock comes through the rift and we dispatch him. We stone shape the tunnel so that hopefully nothing else will come through the portal and we can figure out how to seal the rift.

We continue to travel up the gorge to the ruins of Drezen.

To the south is a large camp with Tieflings and cultists with a large amounts of captured gear.
In the Paradise Hill area are Schir demons and a prison for captured crusaders.
There are ghouls in the west area with some dark magic in the area. There is also some kind of vault.
There are beasts attached to the pillars of the bridge to the citadel that look like they can bring down the bridge if we attack with our army. We must take the citadel but we need to clear out the surrounding armies and the beasts first.

There are watch towers with catapults and Minotaur type beasts.

Jay thinks we should attack Paradise Hill first. We will free the captives and hopefully they can fight with us. We try a ranged attack but it does no damage to them. They are dug in too well. It turns into quite a battle but we are finally victorious. We rescue a large number of human fighters from the area.

Now we need the weapons from the south side. We rest up overnight and attack the Tiefling army in the morning. We wipe out Tiefling army and attack the cultist army. It is a hard fight and our army takes quite a bit of damage. We have to do some healing and then attack again. The cultist army is finally wiped out. The rescued mercenary army outfits itself with the captured weapons.

We rest up and attack the ghouls. We leave the human army behind. The paladin army wipes the ghouls out easily. Aaron thinks that we need to secure the bridge and destroy the watch towers before our main army attacks the citadel.

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Onward!
The Journey to Drezen

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After meeting our new allies, including a modest paladin army, we restock and begin our journey to the fallen city of Drezen. Our first day takes us through Valas’ Gift, which is a smouldering ruin. We find no survivors, but a few supplies. Prayers to Iomedae for the fallen, and to those who survived the strength to move on.

We continue north to Virileth Ford, the furthest northern crossing of the Sellen River. A small army of soldiers normally guard here, but it seems now replaced by a contingent of 200 tieflings. Our army of 100 paladins make our way to take the tieflings by surprise, and we thoroughly rout them with our smaller number. We rescue a few crusader survivors, and found a few more goods to supply our army. The survivors are able to tell us of a larger army through the canyons and we send them back to Kenabres to report to Queen Galfrey so she can send troops to reinforce the ford.

Our journey continues through the canyons toward a port that serves Drezen. One of our newer companions, Aron, seems out of sorts since the Ford, but does not wish to speak to me. I approach his lover, Sosiel, about it. It turns out Aron had found a substance placed in his pack mysteriously, but it is a substance he was once heavily addicted to and had taken a dose again. We all show him great sympathy and I secretly wonder where the drug came from. Who placed in his pack? Who is trying to hurt us from within our ranks?

We reach the port, and fight two armies: one of tieflings and one of Drech. The Drech fall pitifully to a Paladin army, and the tieflings hold out only a bit longer before succumbing to our might. After the cleanup and our preparations to move on, Irabeth approaches me about a paladin currently expressing hopelessness about our task ahead. His name is Arles, and it isn’t too hard to determine that his feelings of hopelessness are compounded by the fact that he has fallen out of favor with our goddess and been stripped of his paladin abilities. We talk for a time, and I convince him that we are on the Path that our Lady wishes us to be on, and that light and law will prevail in the coming days.

On my way back to my tent, the Army Commander who had escaped our reach appears to try to take his vengeance out on me. I pity the fool who tries to stab me in the back in the dark! The incubus, for all his demonic looks, should have scurried back home to his master instead of trying to face me in single combat. The battle is over quickly, and in the aftermath it seems Jay and the halfling Nurah had come from the same tent. Saribobbins seems very put out about this. May be another situation we need to diffuse soon. Relationships are so much harder with non-paladins about. Iomedae give me the strength of heart to endure them!

Our last stop before reaching Drezen proper is a small chapel/shrine tucked away just off the main road. Aron believes these were excellent spots to hide away caches of supplies, typically for healing, that could benefit us in our upcoming seige of Drezen keep. We decide to take a small contingent to investigate, including the fallen paladin Arles. Perhaps some mentoring will do him good. We begin our exploration and find ghouls and followers of demon lords. Unsurprising given it’s current neighbors, so we oblige with cleansing the area.

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