Tales of a Shattered Star

Session Notes, 13th October 2013

Session Notes – 13th October 2013

GM – Shane
Rock – Brad (absent)
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve (absent)
Clanky (Sir Clanks-a-lot – Clockwork servant)

Silence fell in the aftermath of the Boggart battle. Puzzling over the fate of Yando, the party decided they should question the now very dead Boggart leader. Rock spent some time memorising spells to ‘speak with dead’, ‘tongues’ and ‘owls wisdom’, allowing him four questions of the Boggart’s spirit.
Question 1: “Where did you get the belt from?”
Answer 1: “From out of the dung pile.”
Question 2: “Where is the dung pile?”
Answer 2: “In our village”
Question 3: “Where is your village from here?”
The spirit described how to reach his village.
Question 4: “How many warriors are left in your village?”
Answer 4: “Six.”
And with that final answer the spirit of the Boggart faded away to snoke.

The party then began discussing how long it would take them to reach the village and return by day-break, but were interrupted by Captain Othlo who announced he was packing up and leaving straight away. The adventurers tried to convince him to stay until dawn as per his usual custom, but the Halfling would no be swayed, so lamenting the unsolved mystery of Yando’s fate, the group boarded the vessel and sailed into the night, spending the remaining nights camping aboard the boat, and moored in the middle of the river.

After around two weeks travel, the boat finally arrived at the base of a large cliff face, with Kaer Maga perched at the top. Two paths were available, the first being a winding trail leading up the face of the cliff and taking many days. Captain Othlo recommended the second option, being a much faster ‘Half-light path’. With his duty completed, the Halfling barge quickly turned around and headed back along the river. Turning the adventurers found themselves in a queue before a pair of large bronze doors carved in intricate and eye-bewildering sigils. Anyone staring for too long at any of the sigils, soon became confused as the eye lost its way tracking the symbols.

Before the doors stood a queue of civilians and another group of grey uniformed humanoids wearing the insignia of a golden arch upon a blue background. Nick recognises the sigil as belonging to the Duskwardens, a group charged with protecting Kaer Maga from the denizens of the Undercity, a wild and monster filled warren of tunnels and caves under the more peaceful and tame city of Kaer Maga itself. While waiting with the queue of civilians, a middle aged human male duskwarden approached the adventurers and said “You look like you can pull your own weight, let’s move you to the front of the queue.” With that he leads the group to the doors where they joined a fat Merchant and his two sons. The duskwarden introduced himself and then explained the rules of the Half-light path. The cost would be two gold each and there would be no unnecessary talking, and also complete silence if ordered. The Merchant complained about this rule, so the duskwarden explained that there were still dangerous creatures in the undercity so the duskwardens kept the groups small to remain stealthy.
With that, he haded each of the travellers a small pendant and explained that it could act as a light and if we become separated we should clutch the pendant tightly and ask for help. Then three nearest duskwardens would detect the call and come to our aid.

As the doors opened, they revealed beyond a 15-foot wide tunnel sloping upwards into darkness. The walls of the tunnel contained a fresco of a falling star wreaking havoc on a large populated city. Beyond the tunnels were carved with crude frescos and the adventurers realised there was a labyrinth of tunnels, but most has been sealed, making a straight passage leading upwards.

Not long into the journey, the duskwarden noticed some broken brickwork in the wall of the tunnel. “That isn’t right…” was all he could say, as the brickwork exploded outwards scattering the group. From the new hole in the tunnel wall emerged a large slithering worm, armed with a shortsword, while further within the hole, two more of the worms could be seen. Bethany quickly stepped into the gap to prevent the worms from all emerging and Clanky obediently stepped to her side. Unfortunately the party was ill prepared for the creatures mind affecting powers of the worms and soon found themselves confused and unable to function. Luckily not all were affected or were able to shake off the effects for long enough to attack the worms. Nicks managed to cast veritile weapon on Bethany’s sword to make it more effective against the worms, while Keen Ears in his confused state turned on Ashelin, who realising her danger, cast Greater Invisibility and removed herself from the equation. Moving into position she tossed a couple of fireballs down the tunnel at the worms but was not as effective as her previous track record. She then tried to freeze the lead worm but this was also ineffective against the magically resistance creatures, and ended up resorting to using a barrage of magic missiles. As Keen Ears slipped further and further into confusion, the fear of him going insane grew high, and so the mage risked slipping close enough to protect the half-elf from evil, returning him to sanity. The Half-elf then focussed his deadly arrows on the worms but their tough hides took little damage from his many strikes. Nick also feel in and out of confusion, at one point stabbing the barbarian, who barely noticed. Bethany flew into her warrior’s rage, which helped her against the confusion but was not perfect. Luckily the worms were the constant threat and so Bethany focused her rage on them and not on her compansions. Soon all three worms were brought down through a combination of brute force, stinging arrows and mighty magic.

Picking himself and the Merchant up from where they had fallen, the duskwarden thanked us for our help and protecting the Merchant, and asked us to move along quickly, even as he announced the wardens would need to repair the breach. The rest of the journey proceeded without incident and at the entrance to the city, the merchant hurried off with his sons, swearing under his breath. The duskwarden turned to the group and handed Bethany a half-life charm, explaining it would summon the duskguardian who imprinted it once per year. He then asked a favour of the party, and explained his history.

A bastard child, he had been born of a dalliance between his mother and father, and had been kicked out of home with his mother by his grandfather when only young. His mother had soon died, and so the boy had raised himself on the streets of Kaer Maga. One day while fighting some other children a dark shape had dropped from above, scattering the childen, and revealing a female elven duskwarden named Lincora. Lincora invited the boy to join the duskwardens and help protect the city. The boy fell in love with Lincora and when old enough the pair had married and been partners, up until the pair had fallen foul of the Dark Rider, a denizen of the Undercity, who had killed Lincora and taken her head. This was the favour asked of the adventurers, that if we came across the Dark Rider and found Lincora’s head, we would return it for burial with her other remains. We agreed, and as the duskwarden parted ways, he advised us to locate a guide to the city.

Here we paused.

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Session Notes, 22nd September 2013

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve
Clanky (Sir Clanks-a-lot – Clockwork servant)

Session Notes
Module completed – Curse of the Lady’s Light

On returning to Magnimar, the party reported the success of their mission to Shelia at the Pathfinder Lodge, gaining much fame and prestige among the Society as word of their exploits spread. Before heading out again on a new adventure, the group decided to set up their own accommodation in Magnimar and so spent some time gathering resources and scouting out a suitable location. They purchased a run-down mansion on the outskirts of the city and spent time renovating and upgrading the property, while the crafty cleric was busy at his forge, making rings or protection.

At the end of a week, the construction was well under way, supervised by the former Tower Girl, Natalia, who the group hired to act as their castellan. They reported back to Shelia who provided them with her latest acquisition, a pink rhomboid ioun stone. Shelia then asks Nick to concentrate on the Shard of Lust and relate to her his vision. She recognises the hodgepodge city Nick describes as Kaer Maga an inland city many weeks travel from Magnimar. Shelia then tells the group she has a quicker method of travel and will book them passage on a Halfling trading vessel, the Lucky Jenny, which will be travelling to Kaer Maga along the Yondabakari river. Before leaving however, Shelia makes a couple of requests. A former pathfinder named Yando Kline has vanished and Shelia, who disagreed with his banishment, has requested the group find out what has befallen Yando. Also a local contruct maker, Morgamer Pug of Pugs Contraptions has requested that any agents visiting Kaer Maga should investigate the Ardock family, try and find out more about their constructs and if possible, smuggle back any parts they can acquire.

While leaving to prepare for the journey, Natalia pulls Laneth aside for a private word and hands the elf a box. She asks that the box be left somewhere in Kaer Maga, as it contains a message from one of the Manimar Thieves Guilds, the Night Scales, who had discovered that one of their members was siphoning funds to a Kaer Maga guild. When Laneth opens the box, she finds a tattooed, severed hand, presumably once belonging to the embezzler.

The next morning, the adventurers report to the river docks and find Captain Otthlo Jenk, master of the Lucky Jenny. The Halfling crewed vessel seems cramped to all but the Bard, as Nick feels right at home, however, his reception among the crew is less than friendly, as they have enjoyed his acerbic style of comedy before.

The journey continues for several days without incident, then one night while sleeping around a campfire on shore as per the Captain’s preference, Laneth and Keen Ears, who were on watch, heard sounds coming from the north. Laneth quickly roused Bethany, who activated the light on her Wayfinder. Laneth also tried to toss a torch towards the noise to reveal the shadowy shapes beyond the light of the fire, but it sputtered and died. Ashelin then awoke and cast a Dancing Lights spell revealing the intruders to be five Boggarts and a Large Dragonfly. The Chief of the Boggarts then tried casting a spell on Bethany, who merely cocked her head and smiled at the froggy creature. With loud croaking the Boggarts advanced but were no match for the mage, who incinerated them with a fireball. Meanwhile Nick uttered something amusing in his sleep and rolled over and Rock, realising he had no time to don his armour, muttered a quick blessing over the party. The Dragonfly was the only foe to escape the flames having flown forward to crew on the Barbarian. But before Bethany could seek revenge, Keen Ears stepped around Sir Clanky and shot the dragonfly with several arrows at once. While searching through the charred remains, the party found an interesting belt on the d=body of the chief. The buckle was shaped with the glyph of the open road, a Pathfinder Society marking, and on the back was the name Yando Kline, and so was the first clue to the missing Pathfinder member. Ashelin then realised the belt was magical and could enhance the wearer’s dexterity, and so handed the belt to Bethany who quickly wound it around her waist. The group then pondered how they could follow up this lead to locate the missing Yando.

Here we Paused.

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Session Notes, 8th September, 2013

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve
Clanky (Sir Clanks-a-lot – Clockwork servant)

Session Notes
Having fully rested in the former barracks of the grey ladies, the adventures turned their steps to the central stair winding its way upwards around the large stone column. At the top of the stair they found a large circular chamber of polished white marble (M1) with a large golden starburst mosaic upon the floor. Eight alcoves lined the walls of the chamber, seven of which were occupied by statues while the alcove directly to the east stood empty. Around the starburst on the floor, the following Theselonian script could be read by Ashelin the mage. “She, who desires to ascend the Lady’s Light, must first deign to embrace the lady and the lie.” Upon closer inspection of the statues, the adventurers found two of them most interesting. One showed the Rune Lord Sorchion wearing an open robe as if inviting an embrace. The other showed Kadzu, the Rune Lord of Green offering a rose. Recognising that the Rune Lord of Greed would never offer any gift, they guessed this was the “lie”, while Sorchion represented the “lady”. Laneth stepped forward and embraced the statue of Sorchion while at the same time Bethany embraced the statue of Kadzu. When this was done, a golden mist appeared within the empty alcove which the party recognised as similar magic to that previously encountered. They therefore entered the mist and as expected were teleported to a new location.

Each found themselves in a small room with a red metal door and a serpent carving on the floor. Each felt themselves refreshed as some kind of magical energy washed over them. After a moment the door swung open revealing two more central linked chambers as well as open doors to three small chambers were the other members of the party emerged from. A fourth door remained closed, however the adventurer’s attention was attracted by a pair of snake mosaic patterns on the floor, each boasting a small column and a wheel. Experimenting with the wheels showed they would turn in a single direction, and after aligning the snakes so they pointed to each other, a golden mist appeared In the space between the snakes. Before entering the mist however, the group decided to investigate the closed door. Beyond the door was a similar chamber than the rooms they had been teleported to, except that this room was occupied by an armed and armoured warrior woman, sporting disfiguring scars upon her face. The grey lady then welcomed us as new playthings of Sorchion and attacked. A brief and furious battle erupted but the adventurers were triumphant. As the lady lay bleeding on the floor, the group relieved her of her arms and Rock administered healing to bring her back around. The party then explained that the creature pretending to be the Rune Lord Sorchion was a fake and they group had come to the Lady’s Light to vanquish her. The former Grey Lady thanked us for sparing her, but then knew not how to proceed. After questioning her about the location of the fake Sorchion, the group decided to send the Grey Lady to Magnimar with a letter of introduction to Sheila of the Pathfinder lodge. They then prepared for the final battle, with spells protecting them from evil influence. Among the items recovered from the warrior was a curious helmet, which Nick, ever the comedian donned and the proceeded to order everyone about. Strangely, his companions felt more intimidated by the Bard than before, despite the clash of wardrobe.

Upon entering the golden mist, the group was again teleported to a sumptuous boudoir, coated in white marble. Around the room are strewn articles of clothing and armour, while a large bed covered in furs stood on a raised circular dais to one side of the chamber. The withered corpse of a grey lady hung suspended from the ceiling. Reclining on the bed was a lightly clad, beautiful female figure, whom upon seeing the party, advanced with delight and began to examine them. Nick attempted to order her back onto the bed, but she simply laughed. Bethany decided to end the farce and denounced the creature as a fake Sorchion, using her real name of “Ashamintallu” as proof. At hearing this name, taken from the wall of the evil shrine, the fake Sorchion screamed as she realised the truth. The enraged creature then attacked the group. Using their spells, Nick and Rock made their weapons and Bethany’s aligned with pure goodness, to be able to harm the evil creature, who soon reverted to her natural form of a winged demon. Ashelin, upon seeing the creature sprout wings, wisely took up one of her wands and cast fly upon Bethany and Laneth. The precaution was merited as the creature floated upwards and hovered out of reach above their heads, but was soon joined by Bethany and Laneth, who continued to surround her. Nick took up his short bow while Rock stood by waiting to offer healing should anyone require it. The demon proved how dangerous a creature it was by dropping a fireball on the group, who then wisely spread out in case another flaming sphere should follow. After a long protracted battle, Laneth was able to land a mortal blow, and the demon drifted back to the floor dead.

In the aftermath of the battle an exploration of the room showed two snake mosaic patterns on the floor to the north and south. These seemed incomplete, however, and only needed the addition of two amber discs, found amongst the treasure, to activate them. Bethany stepped upon the north snake and was teleported back to the long room near the steam bath, where they had first encountered the grey ladies. Hanging her head, the Barbarian then made her way slowly back to the group. Meanwhile, the bard had stepped upon the southern snake and was teleported to a small circular vault lined with shelves and filled with treasures. Nick’s eye however fell upon a small triangle of red metal, which he grabbed and was immediately sickened with feelings of lust and wantoness. The little bard staggered back into the snake, and telelported back to the bed chamber where he proceeded to rip off all of his clothing and looked around wildly for a method of relieving his desires. Wisely, the lady mage, handed the ioun stone that would heal the shard of lust to Rock, and encouraged him to go take care of Nick. When the ioun stone was introduced to the shard, Nick felt again like himself and related to the group what he had seen in the vault. At this time Bethany remerged through the golden curtain and when told of Nick’s adventure, was glad she had been elsewhere. With a chuckle and a grin, Nick led the group to the treasure vault where they loaded up on all the loot found, including all of Sorchion’s speel books which delighted Ashelin. Rock also eyed off a nice set of armors breastplate, while Laneth examined the fake Sorchin’s boots and found them to be exquisite.

Thus burdened with mounds of treasure the adventurers returned to Magnimar and reported all of their findings to Shelia at the Pathfinder lodge and confirmed they had sent the former grey lady. With their latest adventure completed, they wondered where the next shard vision would take them and eagerly awaited Nick’s report.

Here we paused at the conclusion of the second module.

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August 25th 2013, Session Notes

Session Notes
After defeating the sinspawn and the last of the summoned demons, Laneth noticed something strange in the corner of the large room and discovered a secret door. Beyond the door was a small chamber filled with glowing light that covered every surface. An investigation by the magical members of the party revealed the light to be a conjuration spell of some type, which the rogue then tried to disable but was unsure if the attempt was successful. Regardless, the party had but one path open to them and entered the room triggering whatever effect the spell had. The light in the chamber faded, but otherwise no obvious trap was revealed so the adventurers continued to an oaken door in the far side of the room.

This door opened onto an octagonal chamber with a large stone column in the middle. Around the column a thin circular stairway lead up into the ceiling and the unknown. Three irons bound doorways at cardinal points, led from the room which was filled with implements of torture and occupied buy four heavily armoured and armed Grey Ladies who sprang to attack. They were quickly dealt with, and in searching the room we discovered books and maps on a table which were revealed as well thought out and detailed plans for retaking the kingdom of Korvosa. We decided to collect these and present them to our Pathfinder Lodge. These plans would be highly valued in the either the hands of a defender, or an aggressor.

While searching, Bethany could detect breathing beyond a small door in the southwest corner of the room which lead to a barracks filled with cots and containing five more Grey Ladies. Three of ladies were sleeping while two more were awake and armored. These yelled an alarm and attacked, while the three sleepers quickly awoke, and having no time to don armour, grabbed longswords and advanced despite a warning from the Mage, whom they ignored. Resigned to the grisly work ahead of them, the party cut down the group and picked over their remains.

The other cardinal doors opened upon small cells all of which were empty. Laneth’s Elven senses were once again tingling as the canny rogue detected another secret door in the southern wall. The door opened upon a large columned room. The columns were carved into the shapes of limbs entwined in sensuous embrace holding the ceiling. The walls were carved in murals to depict bloodletting and blood drinking. The murals were unfinished and several broken scaffolds were against the wall. Six of the columns manifested as a bloody vapour that we recognised as Vampiric Mist. Luckily Ashelin had a remaining fireball in her repetoir of spells and the flaming detonation vapirised the creatures instantly. While searching the now empty and slightly charred room, we found hidden amongst the scaffolding a small pot of marvellous pigments. To the east a rough-hewn tunnel lead to another small unfinished room with a single pillar holding up the ceiling. The wall of this room was carved with an image of the castle of Korsova, the grand Mastava. As the party admired this detailed carving, three demons stepped from the mural and attacked. The demons seemed impervious to mundane weapons and spells, but Rock made short work of them with his Cold Iron pick, while a quick enctantment from Nick, turned Bethany’s sword into Cold Iron as well.

When the demons were defeated, the party retired to the Grey Ladies Barracks, and barricaded the door so they could rest and regain spells.

Here we Paused.

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August 18th, Session Notes

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve
Clanky (Sir Clanks-a-lot – Clockwork servant)

Intermission
Having returned to Magnamar to raise Laneth from death and allow the elf to fully recover, the group spent a week pursuing various projects. Rock, Nick and Keen Ears, spent time pursuing solo adventures. Rock also spent time at the forge, crafting various items, while Nick assisted in the crafting of some healing wands with Ashelin. The mage also spent her week buried in her new tomes, her knowledge increasing with each turning of the page. Bethany spent her week working with some local cartographers, updating their maps from descriptions of her travels. When Laneth had recovered the party headed back to the Lady’s Light to continue the exploration.

Session Notes
When they found their way back to the base where the Grey Ladies had attacked, the tunnels leading from the beach were strangely quiet, the screaming heard previously had ceased. From the steam room where the Grey Ladies had been bathing, Laneth was able to spot a secret door leading further into the complex. Beyond which a passage wound to the south. After several turns another secret door opened onto a dark chamber covered in black marble. This unholy shrine was dedicated to the demon lord of succubi, Noticular. As the group entered they face three shadow mastiffs that leapt to attack. After defeating the dark hounds, the group explored the chapel and found a mural upon one of the walls listing the names of the various succubi, serving in the tower. Only a single name remained at the bottom of the table, that of Ashamintallu. Ashelin faithfully recorded all in her ever growing sketchbook. Also found was an inscription inviting visitors to the inner sanctum, if only they could name the artist who had created the works within the temple. The part had previously found the name of an artist on a previous mural, but decided not to utter his name at this time. Instead they left the chapel for now and continued south. Laneth again discovered a secret door, which opened on a small chamber filled with perfumed smoke. As Bethany stepped into the room to investigate, her mind clouded over and she began to see enemies everywhere, including herself. Luckily, Bethany had enough presence of mind to stagger out of the chamber and soon her head cleared. Laneth spotted a trigger device on the far wall and entered, disabling the trap. The party then recovered the perfume from the room which would sell well in the markets of Magnimar.

The group returned to the steam room and opened the door to the east. This lead to a long chamber lined with marble and containing black marble statues and three golden pressure plates on the floor. An inscription in Thesselonion on the base of each statue informed the group that they could take Sorchion’s hand and enter her private sanctum. Before entering the private sanctum, the party decided to backtrack and explore the tunnels from the beach, which had earlier been filled with screams, but now were silent. Upon entering the tunnel, the adventures came across a pair of gremlins playing catch with a bloated eye-ball. A fresh, bloated corpse lay nearby, while across shallow pool, a pair of fresh corpses lay chained to the wall. Keen Ears unslung his bow and made short work of the Gremlins. Laneth crept forward using her stealth and found in another tunnel a large pool containing an island. On the island a female figure was chained to a post and surrounded by a sea witch and four other gremlins. Laneth returned to the group and described the scene she had discovered. The party quickly circled back around and approached the island, quickly attacking the witch and her minions from the nearby shore. Arrows, spells and javelins flew, and when the witch had fallen, her remaining minions looked at their fallen allies and fled into the water. The party then rescued the prisoner who turned out to be one of the Grey Ladies. She related her tale, describing how her group had entered the Lady’s Light, following Orianna. A woman how identified herself as the Rune Lord Sorchin has teleported the group into the nearby rooms, and Orianna had disappeared into the sanctum. Hilander Murtia then told the group she believed that Sorchion was a fake, but believed she was the real Rune Lord. The Rune Lord had lured Hilander into the tunnels and into the hands of the sea witch. If the group could convince Sorchin she was a fake, then she would be weakened and could be defeated. Remembering the name of the Succubus written in the chapel, the party decided to see if Ashamintallu was a true name and might be the proof they needed.

After sending the Hilander on her way, the adventurers returned to the chapel, and in unision named the artist “Amivadeus Yasrin”. Suddenly the group disappeared and were teleported into another room of the complex. Within the room the group found four sin-spawn of lust. After defeating them and collecting the heads for the bounty, they continued along a long corridor to the west which lead to a large cavernous chamber where a masque ball was in full swing. The hall was covered in marble with columns carved to look like trees and the roof carved to look like a forest canopy. Bethany used the power of the shard of pride to help piece the illusion of the masque ball and the image faded to nothing, revealing a single sin-spawn of lust standing in the chamber. As the party advanced to attack, the sin-spawn faded into invisibility and started summoning demons to attack the adventurers. After defeating several demons, the mage cast glitter dust and coated the sin-spawn, revealing its location. The rest of the party moved in and dropped the creature, collecting its head for the bounty and what loot the room contained.

Here we paused.

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August 4th 2013, Session Notes

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve
Clanky (Sir Clanks-a-lot – Clockwork servant)

Session Notes
After resting and repairing in the various bed chambers near the central chamber with the gray flame, the adventurers returned to the stairs leading down the image of Lady Sorchion. The more perceptive members of the party, Laneth and Bethany, noticed that the feet appeared to be more worn than the rest of the image, lending to the idea that many lips had graced the stone feet in homage. While the adventurers argued everything from the sanctity, sacrilegious and sanitary issues arising from kissing the statue’s feet, Bethany in a huff of irritation knelt down and planted a wet, sloppy barbarian smooch on the feet, and was instantly teleported to a new location.

Suddenly finding she was alone, Bethany looked around to find a way to return to the group and found a demonic statue holding out its hand. The Thessalonian script at the base of the statue meant nothing to the barbarian, but the posture of the statue seemed to be inviting her to take the hand offered. With a shrug, Bethany grasped the hand and was teleported back to the group, just as Laneth popped into existence behind her. Briefly she explained to the others where she had gone, and so one by one they also kissed the statue. Clanky presented a problem, as he had no lips with which to kiss the statue, but Bethany solved the dilemma by calling on her rage enhanced strength to pick up the clockwork servant and then carried it while teleporting back to the others. Soon only Rock stood before the image of Sorchion, the implications of the act still bouncing around inside his shaggy dwarven head. Coming to a sudden decision, he retrieved a bottle of spirits from his pack and poured a liberal portion all over the feet. As the cleric bent to kiss the statue, he mumbled “I love you wodka.” And was teleported to the others.

The destination turned out to be a small landing next to the plunging water of a waterfall. The party realised they were under the waterfall from the lake above, where another lake stretched out before them. Upon the landing three boats were tied, allowing further exploration to continue. Laneth spied a line of runes at water level, stretching around the walls of the cavern which the magic users in the party identified were controlling the level of the water to keep it constant. The party boarded the boats and continued to heading west along the wall. Soon the way narrowed to a 30-foot across tunnel leading further west. Within the tunnel were several niches carved into the rock wall, each containing a manacled prisoner, all in various states of decay. From the roof of the tunnel, sudden movement resolved to be a pair of giant bats. Rock noticed something strange about the bats and realised they were undead. He attempted to channel positive energy against them but failed to have a significant impact. The rest of the party leapt from the boats into the shallow water of the tunnel and battled the bats until they were defeated. Several of the party members, including Bethany, Rock, Nick, and Laneth suffered bites from the zombie bats and so would surely contract ghoul fever in a few days if un-treated. Returning the boats, the adventurers continued along the tunnel which soon turned north and opened out onto another large underground lake. As the boats turned back to the east, the group could hear strange whispers echoing across the water. Suddenly Nick and Laneth, stripped off all of their clothing and equipment and dove into the lake, swimming ahead of the boats to the north-east. Bethany became suspicious and filled her mind with anger, blocking out the seductive whispers. Rock, Ashelin and Keen Ears also managed to block out the whispers and remained in the boats. From the placid lake water, sudden churning turned into a pair of giant eels. Laneth who had swum ahead of everyone was grabbed and dragged under the water, disappearing from sight. Nick was attacked by the second eel, so Bethany steered her boat towards the creature but found her sword ineffective from the boat, soc swapped to her heavy pick and leapt into the water to fight the eel and give Nick an escape route onto the boat with Clanky. Rock also entered the water to battle the eel, while Ashelin dropped a freezing ice-ball into the water between the eels, and Keen Ears sent arrows faster than the eye could follow.

When the eels had been dealt with, the party returned to the boats but tragedy had struck and they found they had lost Laneth, who had been killed by the eel. Gathering up the elf’s remains, the adventurers decided to beach the boats on a nearby shore while they discussed how to proceed. The party decided they should travel back to raise the funds needed to return Laneth back from the dead. Before departing however, Keen Ears and Bethany noticed a secret door in the northern wall of the beach alcove they were in, while two more tunnels lead deeper into the eastern wall. Cries of anguish emanated from the southern-most tunnel while a faint fetid odour of decay came from the other tunnel. The mission at hand had the highest priority however, so the group decided to continue exploring the area. Behind the secret door was a small rough hewn chamber which appeared to be a kitchen, complete with a fire pit and cooking supplies as well as fishing poles. The east wall of the chamber contained another red panelled image of Sorchion in dalliance with several different humanoids, which Ashelin quickly noted in her sketchbook. In a short time the party manipulated the push buttons and opened the wall. Beyond this chamber stretched a long dining hall with several small doors exiting to the north and south and a larger door in the east wall. Around the table sat six female warriors all wearing the same livery which Ashelin noted belonged to the gray ladies, a group dedicated to resurrecting the Rune Lord of Lust. Standing, the gray ladies ordered the party to surrender, which Keen Ears answered with several arrows aim through the doorway. And so battle was joined. A well placed earth-ball dropped in the middle of the room flattened several of the gray ladies while the rest soon feel to arrows, hammers and greatswords. Not long after the last lady fell however, four more female warriors burst out of the door to the east, with wet hair and looking like they had hastily donned their armour. Soon however the four ladies joined the six in the afterlife and the party set upon the grisly task of looting the dead. After all they had a friend to raise, and the full plate armour worn by the ladies would fetch a high price in Magnimar. The room directly to the east looked like a bathing chamber, explaining the late arrival of the four gray ladies. Collecting loot and lost companions, the party prepared to return to Magnimar, however the vowed to return to the underground complex and continue tracking down the next shard of the Shattered Star.

Here we paused.

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July 14th 2013, Session Notes

Session Notes
Beyond the corpse of the incubus a large door opened south to reveal a large octagonal chamber. The air here was hot and damp with condensation dripping from the slick marble walls. In the middle of the room burned a grey flame upon a marble pedestal while a large block of grey stone stood to the west, containing an unlick torch in a wall sconce. Small octagonal alcoves could be seen to the south and east as well. Nick hearing laughter from ahead of him, turned to see Rock and Bethany examining the pedestal. “I ‘ope, yer not stealin’ me lines there Rock?” He exclaimed.
“Nine comrade comedian, I am just mentioning the heat to my Barbarian friend here.”
As Rock reached the pedestal for a closer look, four creatures suddenly burst from the flame and surrounded the Cleric. These tooth-filled maws looked like they were all mouth and no body. From the back of the party where the mage was adding some finer details to her sketches, Ashelin looked up and informed us they were cacodaemons. The companions leapt to attack the demonic maws and soon cut them down. Afterwards Rock declared the grey flame to be evil and tried to douse it with conjured water, but only added to the steamy atmosphere in the room and the flame burned unaffected. Turning to the block of grey atone in the east wall, the party pondered the unlit grey torch. “Brother Keen, vhy don’t you light zee torch from the grey flame.” Rock suggested.
“Hey! Why do I have to light it?” Keen exclaimed. A short argument erupted between the two until with a burst of anger, Bethany strode forward grabbed the torch and lit it from the grey flame on the pedestal. “Honestly, it’s like working with children!” The riled Barbarian exclaimed. As Bethany replaced the torch in the sconce the block of grey stone swung inwards revealing a stairway sloping down to end in a square landing. The wall at the far end of the landing was painted with the image of Sorchion. Ashelin identified the inscription as ancient Theselonion script saying “prostrate thyself and display proper devotion if you want to enter my domain” then turned back to her reading.
The party decided to leave the wall for another later investigation. As they climbed the stair, Rock grumbled to himself, “I vorship Torag, and no other.”
The door to the west of the flame chamber opened onto a long door lined with five doors a side. The first doorway to the north was caked in frost and bore the inscription “If thou woudst enter to enjoy the company of the Runelord herself then thou must touch.” Keen Ears reached out and placed his palm against the icy door. The next moment the group was engulfed in an explosion of ice which dropped most of the group to the floor in agony. Rock spent the next little while employing his healing wand to bring the group back up to fighting strength. Laneth realised the icy door was a fake and simply there as a trap. The other portals opened to reveal small bedchambers. At the far end of the hall another painting bearing the same description “"if thou would enter, thou would touch.” Laneth recognised this was a secret door which opened to reveal a larger octagonal shaped bed chamber with a large opulent bed in one corner. A door to the north opened onto a similar octagonal chamber containing four benches. The walls of this chamber were decoration in flagrant scenes of wanton behaviour, while a large mosaic starburst decorated the floor. To the north a door led to a small square chamber with a door on all sides and a small pool in the floor. Rock detected a faint aura of magic coming from the pool but when Laneth sampled the water nothing happened. The elf opened the door to the east revealing a strangely sharpened eight-sided domed chamber which looked to be in disarray. In the middle of the room stood a strangely unsettling mosaic of a large worm, while in the corner stood an overturned bookcase and a black book could be seen lying amid the clutter. As Laneth entered the room a puff of purple smoke came from the mosaic and the Sigathi worm sprang to life, wielding a longsword in its claws. In the confusion that followed, everyone was eventually affected by the mind affecting power of the worm. Bethany saw enemies all around her and struck out repeatedly, reducing Clanky to a pile of useless metal. Nick, unaffected at first, luckily escaped the Barbarian’s notice and fled into the room to deal with the worm. “Spread out so we don’t hit each other.” He called to Laneth as they slowly surrounded the worm. In the other chamber, Rock and Keen Ears were also affected and even attacked themselves in their confused state. Eventually Rock overcame his confusion and joined Nick and Laneth in the Worm chamber, passing a crazed Barbarian and the remains of Clanky on his way. “I hope I can fix him.” Rock pondered, but first they had to destroy the worm. After several confused moments, the trio of Rock, Nick and Laneth brought down the worm, and as the confusion lifted from her eyes, Bethany looked down on the pile of scrap at her feet and bellowed in rage. “OH NO, WHAT HAVE I DONE?” She screamed. “Rock, tell me you can repair him.” She implored of the cleric.
“Don’t vorry comrade Bethany, I vill zee vhat I can do.” Rock assured her.
Meanwhile exploring the room revealed the book to be “From the Minds of Monsters” written by Sorchion herself. The group also recovered the worm’s longsword and a wand, which was identified to contain powerful healing magic. Returning to the square room, the group opened the north door and found another octagonal chamber containing cloth covered benches and bookshelves. The shelves were empty for the most part, but the companions did find a single book remaining. The title of the tome was “Dreams and Desires” and appeared to be magical in nature. Inside the pages were also secreted three magical scrolls.
West of the square pool room another oddly eight-sided room contained benches covered with alchemical equipment. A number of beakers stood bubbling and shifting, the contents obviously highly unstable, while on the far side of the room stood a large urn. After the nastiness of the icy door trap, the party retreated to a safe distance, while the nimble elf, retrieved the unstable containers and dumped them into the small magical pool where their energies were dissipated harmlessly. When the room was clear, the group returned and Rock decided to lift the lid and check out the urn. Revealed were two grey oozes, which leapt out of the urn and attacked. A short furious battle followed with much flipping and displays of acrobatics, but soon the oozes were downed, but not without damaging the group’s weapons with their acid filled bodies. Among the clutter of alchemical equipment the group discovered a cache of potions and elixirs.
At this point the companions decided to take some time to rest and repair, and so each chose a bed chamber in the nearby hallway, first wedging a newly repaired Clanky up against the entry door.
Here we paused.

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Pathfinder Chronicles, Chapter 2

Players
Laneth – an elven envoy and rogue
Bethany – a Pathfinder berserker
Ashelin – recent graduate of magic academy
Rock – dwarfen priest of Torag and master craftsman
Nick – halfling stand-up comic
Keen Ears – half elf switch hitter archer
Clanky – their clockwork servant

The companions take stock of their injuries in the room of mirrors and statues. The dust of the slain Dhampir guard blows sluggishly through the hall.Bethany stands nearby to Rock, waiting impatiently for him to finish sewing up a huge rend in her tabard. While the gapes and tears in armor (whether metal or hide) were Mended with his touch, he knew Bethany liked the scars, so he sewed it for her. Ashelin cast her prestidigitation to flush away their blood and launder the clothes (though she felt such tasks were beneath her), and studied the statues and made illustrations for the next Pathfinder Chronicle. Keen Ears, the half-elf fighter studied the statues for…other…reasons. Nick and Laneth, perhaps the most carefree, sparred joyously in a rendition of the prior battle. The halfling wielded the over sized rapier the magus had used to assault them. “I’m a freakin’ DHAMPIR!” he yelled as he play-fought against the elf rogue. Perhaps to stop their inconsiderate play, Rock asked, “Friend Nick, have you a clean handkerchief?”.

The pair stopped for a second and Nick dug into his pockets, “Sure boss… err.. blue or red?”
“Red, danke!”. Nick flipped it to the dwarf who used the material to sew up the surcoat. It looked like the coat itself had been cut and bled. Rock sighed- he had not wished the Dhampir dead for all that he was vampire-kin. That it were his healing hands that took his life… that rankled. He believed everyone could be redeemed. Still, his hands were steady and the stitches as small and precise as any handmaidens. If the Dhampir had been enchanted to
throw his life away, the cleric would find out by whom.

“Ashelin,” he asked as she came near, “Vy are the Demon succeptible to cold iron? It seems to me I should craft more of these veapons in order to combat them. I understand the Fey are similarly affected by the cold-wrought metals. Could it be they share a common ancestry?”
Ashelin put away her pen and journal. “Many scholars have pondered the same questions”, said the graduate, “The elven scholars are too aloof to give any answers, and none care to spend time with the demons to find out. Personally, I think it’s just coincidence. It would be like saying werewolves are related to devils, or to grigs and pixies.”

HEY!”, shouted Keen Ears angrily, storming right up into Ashelin’s face, “You take that back. My MOTHER was a pixie!”

The room fell silent. Rock stopped his sewing, and Laneth her sparring. Nick flipped up his eye-patch to gape at the archer, never-minding that his rapier tip was flexing against Laneth’s rump. She slapped away the blade in irritation.

“Your mother was…?”, stammered Ashelin
“A PIXIE?”, said Bethany incredulously.
Keen Ears looked furious, and balled his fists as if to dare anyone to deny him. “That’s what my dad said,” he muttered lowly.
Ashelin cared to venture, “He’s got green eyes. Pixies can have green eyes.”
“Pixies hav a strong culture of archery”, Rock agreed, and turned back to his sewing.
“Ee’s got his dad’s face, but”, said Nick with a grin, “And ’is charm!”
Keen lunged at the halfling with murder in his eyes, but the bard ducked under Bethany’s legs and cowered. The barbarianess had only to straighten to her
substantial height and square her shoulders before Keen got dissuaded.

“Laneth, cut here please”, directed Rock as he held the needle and thread up to her. The elf whisked her curved blade through the air and sliced the thread,missing his fingers as he knew she would. “Time is vasting. Let’s go.”

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Session Notes, June 30th 2013

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve (absent – controlled by Simon)
Clanky (Sir Clanks-a-lot_ – Clockwork servant

Session Notes
From the journal of Bethany, Barbarian of the Society
After a quick snack break on the beach while Rock mended the boats and discussed magical crafting techniques with Ashelin, the adventurers boarded the tiny skiffs, with Rock in the lead boat and Bethany following. Poor old Clanky, being too heavy for the boats had to follow along behind Bethany underwater, plodding along the river bottom in his mistress’ wake. We decided to follow the current and poled our way east until we came to an enormous cathedral-like chamber filled with tiny motes of light and crystalline stalactites hanging from the ceiling far above. Towards the middle of the underground lake, we could see a ;large artificial island of worked stone upon which stood a huge glass statue of a beautiful woman, frozen in action as if she were about to run and dive into the lake. Rock used his divine sight to determine the statue was magical, and contained similar binding magic to the broken statue we had found earlier. On the far side of the cavern we could make out the rushing turbulence of a waterfall, plunging into the unknown. To the south of the river mouth we spied another beach and decided to investigate. This small spit of land was empty, but led to the cavern wall and a closed door.
The door opened to reveal a square chamber marked on the walls with murals depicting wanton acts of debauchery involving any number of different species. With much prompting from the male contingent of the party, including many lewd comments from the comedian bard, Ashelin reluctantly took out her sketchbook and took copies of the murals. During a close inspection of one of the murals, Nick noticed a signature on the drawing belonging to Amivadeus Yasrin, a famous artist in Thaselon who went missing during the reign of the Runelords. Beyond the mural chamber lay a twisting hallway that led to an iron gate, barring passage to the chamber beyond. This room contained highly polished stone walls that shone almost mirror-like, and depicted the same female figure as the statue in various poses. This figure resembled the clone from “that trap” we found earlier and so we guessed this was Sorchion, the Runelord of Lust. As we investigated a way to open the gate, a male figure stepped out from behind a column and addressed us saying he will open gate if were friends, but not if were foes. “Which are you? Speak the pass phrase.” He asked. At Rock’s gentle urging, Nick attempted to charm the humanoid using a wand we had found earlier. The figure frowned and shaking his head, stepped back out of sight behind a column. Angry at this, I Bethany Berserker of the Society called upon my innate Barbarian Rage and ripped the gate up easily allowing us to enter.
Rock, ever the diplomat, asked the male to surrender, as he was clearly outnumbered. The unusually calm figure simply looked around at us, chose his target and attacked me, then winked out of sight. And we stumbled around, wondering where the man had gone, Rock bumped into something and then the fight was joined. I did not give a good accounting of myself in this fight, but luckily, where swords and might failed, magic saved the day and Rock and Ashelin were both able to bring the displaced Magus down. Rock decided to try and save the poor unfortunate as he believed huim to be under a charm spell, but when he used his positive healing energy on the figure it was instantly destroyed instead, turning to dust in the cleric’s hands. Ashelin then indentified the male as a Dampire or Vampire Spawn. A much relieved Rock then felt much better, as he shook dust and ash from the Dampire’s magical cloak and donned it, claiming it looked good on him. Among the loot was also found a magical rapier, which Ahselin recognised as the much fabled “Silver Fang”, a bane of the undead weapon, of much renown that had gone missing during the reign of the Runelords. Nick gleefully added this to his growing collection of rapiers, while a happy Ashelin also pocketed a spellbook owned by the late Magus. Rock offered healing to those injured in the fight as we teased him about his last bout of healing tuning the patient to dust, but then gratefully accepted his offer, washing away our many hurts before moving on.
Beyond a door exiting the mirror room lay a curving hallway with a row of marble pillars carved into the form of the same beautiful woman. The closest pillar however was strangely missing its head. As we approached the next statue the head detached itself and grew four legs and two claws and advanced. Ashelin recognised the construct as a marble sentinel from Theselon, used as warning guardians. The three remaining heads all turned out to be marble sentinels but were soon dispatched. Beyond the statues was an alcove containing a large mural of a beautiful woman addressing a crowd of adoring multitudes. On stage behind the woman were a number of naked men and woman, chained in place. The mage quickly recorded the scene and the statues in her ever growing sketchbook.
Beyond the alcove was a thin passage leading to a doorway. As we traversed the hall single file a muffled yell was heard as a pit trap opened under the Halfling. Luckily for Nick, his nimble small frame suffered little damage as he tumbled into the small pit, and avoided the spikes at the bottom. We lowered a rope down and pulled Nick to safety. Ashelin then took s running start and leapt over the pit, but Keen Ears was less successful, miss timing the jump and tumbling into the hole as well, catching up against the spikes at the bottom. The embarrassed half-elf had to be pulled to safety and his wounds seen to by Rock.
At the far end of the hall the doorway opened to reveal a large chamber containing two statues of a beautiful woman flanking a carving of the same female figure, though the image was marred by a splash of blood. At the southern end of the chamber was a humanoid figure sporting a pair of demonic wings. We recognised the figure as a demonic Incubus. The creature attempted to charm Nick but failed. I called upon my barbarian rage again, which helped me shake of a spell thrown my way. Rock chanted upon his weapon making it glow with his positive divine energy. He also chanted upon our group, saying we were now protected from evil. A short but intense battle erupted but we prevailed, dropping the Incubus at our feet and claiming his finely crafted scimitar for our own.
Here we Paused.

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A short rest stop on a quiet beach

Players
Laneth – an elven envoy and rogue
Bethany – a Pathfinder berserker
Ashelin – recent graduate of magic academy
Rock – dwarfen priest of Torag and master craftsman
Nick – halfling stand-up comic
Keen Ears – half elf switch hitter archer
Clanky – their clockwork servant

The companions took a brief break at the beach to the underground river. They were shaken by the revelations that the Runelord of Lust herself had stored a clone here. The insidious trap was designed to kill, and force the soul into the clone, forever turning them into a human, though a pure blooded Ashalanti at that. Did that mean Sorchen herself still lived?

While Bethany dragged the boats closer to shore (with Nick capering for her attention and cracking appropriate jokes), the others prepared a small fire on the shore to make their rations more palatable. Bethany sat down on a log of driftwood before removing one of her new shoes and pouring out some sand. “Thanks for the new boots, Pops”, she said, “I made it here in no time thanks to their enchantment.”
“It is no problem,” Rock says, peering at the boats and Mending any small holes, “I like to make new things.”
Ashelin looks up from her journal where she is drawing the beach and river in her journal, “They dont LOOK magical”, she proclaims expertly. “They dont have any runes or anything.”
“You not look closely enough”, said Rock, shrugging his shoulders, “Runes in the sewing, in the seams, in the stitches.”
“That shouldnt work”, said the mage, frustrated, “Arkham’s third law of transmutation states…..”
“How old this Arkham?”
“He’s so old. Like 50 or something.”
Nearby, Laneth snorted in derision, “A baby!”, she laughed.
“He might have some more to learn,” concluded Rock, “Magic runes in the stitches.”
“I like the pretty color”, concludes Bethany, polishing the boot on her sleeve, “Red boots for fire magic!”
“Oxblood is cheap,” nodded Rock, “Good colour.” Bethany stopped polishing and admired the new sheen.
‘The Ox is a powerful animal totem, thanks Rock" She added.
“And another thing,” says Ashelin, “You said they made her better at Acrobatics. How does that even work? Dwarfs are not reknown for their skill at acrobatics! Tremaines principles of conjuration suggest….”
“Dorfs are steady and sure of foot. So are the boots. And there are many fine dorfen tumblers”, he trails off wistfully,“Aahh, Titania..so graceful!”
“That’s gross," says Keen Ears, finally, digging into a trial mix of nuts and dried fruit, “I dont want to think of no dwarfs doing it.”
“Noone does,” says Nick with a grin, “Not even the dwarfs.”
“Nick,” said Bethany, “Do you have any more cheese?”
“You ate the last of it.”
NICK
“OK. FINE,” he said, retrieving an oiled paper package of smelly cheese from his bulging backpack. He had long since learned to just indulge her requests. It was easier than being hung upside down and shaken by the ankles.

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