Rival Nations: The Fall of Gods

Journal of Francis Sylvanti 10th
The Arch council has signed off on the removal of Magelord Bien. So, I have tasked our troubleshooters with doing so. Of course, I only really expect a good sounding out of his defenses, but if they actually can manage it, all the better. Overall, it was not quite as discrete as I would have preferred, but there is only so much one can expect given the circumstances.

So, I met with them, face to face, finally, to hopefully impress upon them the seriousness of this task. They immediately started off by trying to pilfer my things, and when called upon their behavior, proceeded to argue with me. Argue with me! I decided to take a light hand for this first offense, and rendered them silent and immobile. Fortunately the summoner luthion, and necromancer Loktar were reasonable, and the rest of the meeting went along quite smoothly.
They started off with a simple scouting mission. Most of his defenses were obvious, walls, guards, the like. The surprising part was the fact he kept bullettes on the grounds. Knowing his proclivities, probably some sort of zombified form, but I do not rightly know, as Zalzis decided to just grab some servant and get out without having to deal with them.
Returning to the safehouse, Zalzis and Molokai proceeded to interrogate their guest. After learning of the possibility of an escape tunnel, they decided they would search the sewers for that, instead of dealing with guards and land sharks. Not content to let the ungifted go about his life, they instead infected him with a plague, removed his vocal chords, and returned him to the grounds. While it is a good idea to weaken the opposition at little risk to yourself, it was largely a hollow attempt, as Bien, in his paranoaia, had replaced most of his livery with undead servitors.
Note on the sewers: Due to years of accumulated folklore, no Ungifted is willing to enter the sewers. Hell, most Gifted are more than a little wary of entering those tunnels. of course, we never talk about it, because it doesnt look good to be seen as agreeing with the superstitious peasantry, but we know that occasionally we lose control of things that are never seen above ground again.
So, the next evening, our protagonists entered the sewers near Bien’s tower. The first hour or so was largely uneventful, finding nothing more notable than a dead thief. Eventually, they came upon a large cess pool. Living in the particular cess pool, was an adolescent Draco Nobilus negrus , who was rather disgruntled at the intrusion, or possibly just hungry. Loktar and Luthion sent their minions in to harry it in the water, while Zalzis and Molokai engaged it in melee. One of the skeletons was able to keep it unbalanced, and Zalzis was able to score an excellent slash across its chest, putting it on a limited clock as it bled out. Molokai decided to speed it along to its fate by jumping on it and hacking away with that massive blade he keeps strapped to his back.
At the end of it, however, no one came out for the better. Molokai was rather bloodied, barely able to keep his feet, and possibly septic from wound suffered in a cess pool. Loktar and Luthion, while relatively unscathed themselves, lost quite a few servitors. And Zalzis, Zalzis nearly died face down in a pool of acid and excrement. In the end, they decided to regroup, taking the dragon’s bones and skin back to their safehouse. They traded the skin to an unlicensed alchemist, in return for healing services. the bones, Loktar kept for his own purposes. Loktar contacted his fellow clergy of Norgerber, in order to obtain an onyx gem, as part of his reanimation rites.
The next day, they returned to the sewers, to resume their search for Bien’s escape tunnel. (Note: what moron uses an escape tunnel with teleportation so common? I suppose the amount of trust it would require in another gifted to craft it for you if you yourself couldn’t might justify it, but still…) Eventually, they found his tunnel, after slogging through more shit than i ever could be comfortable with. They found yet another of Bien’s skeletal minions, who managed to use its entrails (note: disgusting) to strangle Molokai. With the rawbones engaged in that, they proceeded to just overwhelm it.
Afterwards, they worked their way up the tower, finding Bien in the middle of some sort of rite, pants down and hands on ankles. He never saw them coming. Unfortunately for them, one doesn’t reach his rank by being totally incapable, or at least well guarded. In the chamber with him was his new idea, a type of zombie that gorges itself on spells, regurgitating them at its victims, and his personal guard, two whimsical, yet macabre, Red Jesters. Molokai charged into battle, soaking up most of the spells from the zombies, and immediately put Bien on his toes. Zalzis rushed in behind him, landing a few good strokes on the necromancer. Loktar’s skeletons engaged the zombies, while Loktar himself tried to neutralize Bien’s spellcasting ability with Silence. Which worked, only a little to late for Zalzis, who had just succumbed to his death magics. Luthion and his summons were able to occupy the Red Jesters, mostly by being in their way. Molokai eventually managed to corner Bien, and put an end to his terminal incompetence. The real problem, was handling the jesters afterwards. They started laying about with their maces, which, upon striking, would force the victim into fits of uncontrollable laughter. The proceeded to flank Molokai, effectively neutralizing him. Luthion’s elementals and a summoned aurochs were eventually able to overcome the Red Jesters, while Loktar started scything through the zombies like a deadly juggernaut.
Afterwards, they recovered Zalzis’s corpse and fled the tunnels. Excellent idea, not leaving the body, no point in giving necromancers, who have excellent reason to be pissed at you, more ammunition. They then proceeded to find more underground priests who were able to return him to the ranks of the living. Loktar then performed some a rite to animate the dead, raising both the dragon and Bien into skeletal servants. (Will have to watch him).
It might be prudent to move them out of the city for the time being. The necromancers will likely be hunting for them, and they are too useful to give up at this early stage in the game.

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Diary of Francis Sylvanti 27th
Those damned fools. Magelord (used loosely here) Bien lost control. On the basis of folk tales told by the ungifted, he went into the crypt of Arcanomach Yorick, and attempted to bind his spirit. Finding the crypt was a remarkable feat, it had been hidden from us for quite some time. One of the last remaining tombs of our old enemies. That being said, that wold be the only point in this narrative he didn’t absolutely screw up. He lost control, and the arcanomach immediately resumed his crusade, razing a large swathe of Saren. Fortunately, Our little crew of troubleshooters happened to be near the area. They fought through a veritable horde of zombies and skeletons. Eventually forcing their way into the courtyard Yorick had chosen for his headquarters. Apparently, the legends of Arcanomach Yorick were quite accurate, at least the part of him being fond of dueling. When the group arrived, He decided to challenge the big half orc (note: learn his name) From all reports, The Barbarian bested him in one on one combat (also evidenced by his survival). Being dead for three centuries musty have dulled his combat ability, but it was still close, from eyewitness accounts. From there it was a simple clean up job. This is the straw that shall break the camels back, I can no longer abide those fools in the necromancy school. First we must dispose of the moron responsible for this debacle. After that, we will extirpate the morons who allowed this to happen. The sin was not in their intent, but in their mistakes along the way.
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Diary of Francis Sylvanti 19th
Aleric made good choices putting this crew together. Capable enough to do manage the task ahead of them, and amoral enough to actually do them. We first got them together for an excursion into one of Karzaks’ old laboratories. Frankly,at the time they were chosen based on expendability and how tight the leash was. We could spare their loss, and if they crossed us…well, they were smart enough not to. They returned with what little they could, its not like the old tyrant was stupid enough to leave anything good lying around. We did get an inkling into Karzak’s goals and methods, most notable was his success in putting a consciousness into an ooze. The story of the worm that walks, was disturbing, but ive seen scarier things brought into existence by our own necromancers. Speaking of necromancers, our own local flavor seems to be losing its grip. Attacks on our citizens in the rifts by zombies (unconfirmed, but…really) is on the rise. Either they are losing control on their creations (unforgivable), or they are wasting lives that could be put to better use. We have recently found an undead expert we can use. He’s a worshipper of norgerber, in a city where the gods were declared dead to us years ago. He is both unaffiliated with the School of necromancy, and if he were to refuse our offer, we will wipe out another church. There rally is not a loss for us here. Leverage is a beautiful thing.
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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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