Sentinals of Larith

Under City Ruins

Seeking out the services of a local information broker called Artus Shemwick, the group learns that Tongueater was merely the cohort of a more powerful villain named Triel Eldurast, an ex-member of the Cauldron city guard who fled into the catacombs below the city many years ago.

Triel led the attack on the Lucky Monkey and left her cohort Tongueater behind to finish the job as she fled back to Cauldron with the stolen wands of control water. As rain pours down on Cauldron and the flood waters begin to rise out of the lake, the heroes find clues that her base of operation seems to be in a large hidden cavern below town.

Arriving at the hidden cave. the party finds that it contains the crumbling ruins of several stone buildingsā€¦the last few remnants of an ancient city of a sinister race of creatures known as the Korpow. After a near disastrous attempt to infiltrate the walls of the ancient ruins the party came face to face with the Evil cleric Triel. At first the battle looked to be all but lost however a well placed spell changed all of that and soon Triel found herself blind and helpless surrounded by a band of angry armed heroes.

In the end the cleric was dead but a lone rogue escaped from the battle and ran screaming into the hallways that intruders had killed their leader.

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Flood Season
With the Trumpet Archon’s words still ringing in their ears the heroes made their way back to the town of Elton. With several Ogres still roaming the country side the adventurers set out tracking them down and slay them all. Once completed they headed back to Larith and the Flood Festival that would soon be starting. Upon their arrival in the city, things went back to life as usual. They resumed their training at the local fighting academy and the magus training compound. However, it was not long before Belacore was called to the temple of St. Cuthbert and invited to be one of the flood festivals wand bearers. It was at then that the cleric Jenya, informed Belacore that the High Priest Secrum was making his way back to Larith with the wands for the festivals. Unfortunately, before Secrum ever arrived he was attacked and in his last act of defiance he sent a message to Jenya telling her that he was in the Lucky Monkey and under siege by a giant apeman. Racing against time Jenya contacted the Sentinels and asked them to intervene and save Secrum and the wands. Riding throughout the night the heroes arrived at the tavern known as the Lucky Monkey and were immediately set upon by a gang of thieves and ruffians known as the Alley Bashers. After a brief skirmish the drunken thugs were dispatched, but not before one of their numbers escaped out a window. Giving chase to the lone thug one assured his comrades that he would have no trouble dealing with the ruffian and leapt out the window in pursuit. Running towards the basement, where they believe Secrum to be, Belacore and Jaroq, were taken aback when they encountered the WerebabboonTongueEater. Succumbing to TongueEater’s vicious attacks, Jaroq and Belacore, quickly realized their error and it was only by a hairs breath that they managed to survive the encounter and slay TongueEater. Having all but missed the battle with TongueEater, One entered the kitchen with his new prisoner and began to question the female Alley Basher. All she knew is that they were here for the wands and she had been hired by a Red headed priestess of Hextor. With the rogues and thugs dealt with the heroes entered the basement and found the brutalized remains of Secrum but no wands. There they also found a survivor, Shensen, a druid-cleric-monk. After laying the bodies of the dead inn patrons to rest the party headed back to town dead-set on finding the wands and the Red haired priestess of Hextor that had hired the thugs and TongueEater. Returning the body of Secrum to the temple of St. Cuthbert the heroes set out to bash heads and find answers to: Who is the woman in red? Where are the wands? Why were they stealing wands? Greasing some palms they were able to find out the following information:

-The priestess of Hextor may in fact be Triel a former member of the city watch long thought dead.
-The wands are needed in order to keep the flooding at bay.
-The AlleyBashers were hired by the woman several weeks ago.
-There is a man in town who for the right price could provide the information that the party needs.
-A divination spell reveals that the wands are somewhere in the western section of the city.

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Fallen Angel

With the gnomish city of Jzadirune cleared of all threats and the passage into the underdark through the Malachite fortress destroyed the heroes attempted to begin their lives in the city of Larith. Training with the cities weapons masters and it’s lone Magus the adventurers were able to sharpen their skills and used the down time to build a relationship with the beleaguered city. Asking around they found that the local tavern outside of the city was for sale and looked into purchasing the tavern. They also made headway into joining the pathfinder society, now having a sponsor in the form of Norbert Vhalantru

Not long after they had finished their work with the monsters below were they asked to deal with the “criminal” above. With a guilty verdict hanging over Keygan Ghelve’s, the 3 heroes were asked to give their recommendations to the court and determine whether or not he should receive the death penalty or hard labor. While Belacore pushed hard for death, Jaraq and One felt that some leniency was called for. Ultimately, the gnome was sentenced to 30 years hard labor. However, whilst the town crier announced the triumvirates verdict there appeared a series of strange lights in the sky followed by a thunderous boom. The citizens of Larith thought it to be an omen yet none knew what might have caused it. Some said it was anger over the verdict others thought it was the gods showing their approval.

After meeting with Norbert and accepting his offer to be their pathfinder sponsor the heroes returned to their studies and focused on their training. Yet the calm was not to last and less than 2 months after the marvelous lights in the sky on the night of Keygan’s verdict they were summoned to Norbert’s home. There they were asked by Norbert to investigate a small village 10 days ride to the north. The village a protectorate of Larith was recently attacked by ogres and a young boy was kidnapped.

Wasting no time the Sentinals of Larith rode out to the village of Elton where they learned that the boy that was kidnapped was Aririth a child who mysteriously fell from the sky. They also learned that while the town of Elton was under Larith’s protection it was almost a year since the city had sent troops in this direction. Not surprisingly the town was attacked by a band of hideous ogres that resembled praying mantises. What was surprising was that One had heard of these insectile ogres. They were a depraved band led by Braath, the greater.

Learning that the child was most likely taken to the abandoned goblin lairs to the west the adventurers set out to find the boy and slay the vile ogres. Little did they know that these insectile ogres were no joke and after a series of fierce battles the heroes came face to face with Braath, the lesser, an evil ogremage. In a tremendous battle the 4 heroes barely survived, Braath was killed and the boy saved. Speaking with Aririth the adventurers learned that the boy was a fallen Celestial child whom knew not why he had been banished. They also learned that Braath, the greater was missing and that Braath, the lesser, had hoped to use the Book of Skulls to sacrifice Aririth and gain immeasurable power.

Bloody, beaten yet victorious the Sentinals emerged from the old goblin lair with the boy and were stunned to find that a Trumpet Archon awaited them outside. Thanking the heroes for their work the Trumpet archon spoke of a debt to be paid then simply left with Aririth. Leaving the heroes with more questions than answers.

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The City Under the City

In hot pursuit of the cowardly Skulks the party delved deeper into Jzadirune. Hot on the tracks of the Skulks the heroes stumbled upon a small magical garden in the heart of the city and it was here that they discovered a secret passage that led an important clue. A child’s shoe sat in front of a large wooded door. Attempting to open the door, One found himself out of his league and suggested the party look for another entrance. Frantically the party moved through the city only to find that their passage was blocked at almost every turn by a series of huge wooden doors that were all nefariously trapped.

However, a stroke of luck occurred when they clashed with a lone Dark Creeper and found on his body what appeared to be a key to one of the doors. Encouraged by the knowledge that there were in fact keys to the the doors the party went on and after a series of encounters they found the key they were looking for… On the body of a Dark Stalker, the leader of the Dark Creepers, and new master of Jzadirune. Grabbing the key to the door with the shoe the party made all haste to free the children.

Opening the “door with the shoe”, they were surprised to find two hobgoblins standing guard over an elevator. In an utter route the heroes took the elevator from the beasts and took one of the foul creatures hostage. Placing The ring of truth on the hobgoblin, they began to interrogate the creature and were shocked to find out the following:

-Below the city of Jzadirune lay the Malachite fortress an ancient Dwarven stronghold and entrance to the underdark.
-The children and other missing were being sold into slavery by Kazmogen.
-The hobgoblins were working for Kazmogen and his number 2 Major Domo.
-The latest batch of slaves were going to be sold in the morning.

Agreeing that what they needed was a plan the heroes thought it best to pose as fellow slavers and make an offer to Kazmogen in return for his entire lot. On the following morning after One slew the prisoner they descended into the Malachite fortress. Immediately the plan went south as a creature/guard smelled their goodness and attacked. Defeating the beast with only minor difficulty they turned to find that they had awakened Major Domo.

However, the parties fast talking rogue/monk was able to convince Domo that they were simply lost and asked that they be taken to Kazmogen. More braun that brains Domo agreed and the party was escorted to the slave bazaar. However before they got there Domo informed them that they would have to wait in the forge so he could talk to Kazmogen and announce their arrival. While they stood in the forge outside the bazaar the heroes heard a heated discussion. It appeared that they might be too late as a powerful being named Orbius was screaming at Kazmogen and demanded the Slave child Terram.

Spurned to act the Heroes drew their weapons and attacked the hulking Major Domo. However the sounds of battle alerted the entire fortress of their trickery and they found themselves face to face with not only a squad of hobgoblins but Kazmogen as well. Acting on pure instinct Belacore cast Colorspray and miraculously the tactic caught the half troll/half dwarf completely unaware and knocked him out of the fight. Making quick work of the hobgoblin squad the heroes left little to risk and freed the remaining slaves and then used gnomish ingenuity to drop the bridge leading to the under dark and cause a partial cave in of the entrance to the Malachite fortress.

Now with the slaves free and the threat of the underdark behind 9 tons of rock and rubble the heroes took to truly exploring the fortress and the gnomish city.

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On the road
A blog for your campaign

While crossing the Tors, on their way to Larith, The Cauldron, a band of strangers were forced to take shelter by a violent storm. Calling for a Storm Truce the band of travelers set up camp. It was an interesting group of characters: One, a rogue, Bandaid, a cleric of St Cuthbert, Clark, a gem merchant, Sally, his daughter, jaraq, the Barbarian, and Belacore, the mysterious Magus.

Setting up camp at the base of an abandoned fort known locally as “high tower” the adventurers found a small opening into the forts basement had recently been created by an unknown force. Hesitant to delve too deep into the newly exposed belly of the fort the party were taken by surprise when the storm outside sent some of the forts residents into a frenzy. Bursting through the doors Dire rats came upon the party and were quickly dispatched by the deadly blade of Jaroq, One and Belacore. However, sometime during the battle the young girl, Sally, was grabbed and taken deeper into the fort by a pair of hobgoblins.

Quickly taking up pursuit the adventurers clashed with the hobgoblins and easily won the girl back. However, their curiosity go the best of them and as they entered the back room of the fort they woke a sleeping guardian. An undead Bugbear anti-paladin. After a vicious battle the adventurers stood bloody but triumphant.

With nothing left to do but search the fort for treasure and spoils of conquest. The heroes found a sizable amount of loot, including 2 mysterious magical rings. However, little did they realize that not all treasures is meant for the taking and as One placed the ivory ring on his finger he knew that he was cursed. The ring of truth had found a new master…

Unable to lie, One, began to panic as his newly found allies ask him seemingly innocuous questions like. “Where are you from?” and “What is your name?”. Unable to fight the compulsion of the ring One laid his soul bear. He was not what he seemed. He was in fact a half-orc/half-drow, an escaped slave, a rogue, and his true name was Eldron. Fearing that his secrets would forever be exposed One pulled his dagger and was seconds from cleaving his finger from his hand, when Bandaid said he knew of a cleric that could remove the curse.

Aided by his new found friends the band of heroes were able to get One past the city guard and into the city of Larith. However, before they could remove the curse they found themselves running to the aid of Ruphus, a cleric of St Cuthbert. Ruphus had been looking into the recent disappearance of 4 children from the local orphanage when he was set upon by 3 members of the Last laugh, the local thieves guild. Warning the cleric and the party who came to his rescue to “not look into the missing children”.

Escorting the poor cleric back to the temple of St. Cuthbert, the party was introduced to Jenya, the acting high-priestess of the temple. Removing the curse from One, Jenya made the group a proposal. Having heard of the parties expertise in battle and their ability to find missing children made the heroes an offer. Help the Church find who had taken the children and other citizens and in turn be rewarded by the church (2,500 gp). Casting a powerful spell upon the belongings of the missing children. Jenya asked the gods to aid the church in their quest. Cuthbert replied as follows"

Locks are the keys to finding them
Look beyond the curtain, under the cauldron
But beware the doors with teeth
descend into the malachite hold
where precious life is bought with gold
half a dwarf binds them, but not for long

Seizing the opportunity to save the lives of 4 children the heroes set off to solve the riddle. First they visited the orphanage and found few clues as to the disappearance of the children. the locks had not been broken nor picked and the orphanage had only the one entrance. Speaking with gretchyn tashykk the head mistress of the orphanage they could find no real clues as to who could have stolen the children.

With no real evidence to work with the heroes followed the clues offered by the gods. They followed the locks. It seemed that all the locks in the city could be traced back to a single lock smith Keygan Ghelve, a gnomish locksmith and descendent of the first gnomes to live under the city. However, when the party confronted Keygan about his locks they were promptly thrown out of his shop by a nervous and almost afraid gnome. Again the heroes confronted Keygan, this time in the alley behind his shop, however, again he dismissed them and threatened to call the town guard if bother again. One last time the party confronted the gnome. this time barging into his shop and making threats. However, little did they know that Keygan was a wizard and as he cast color spray 2/3s of the party fell victim to the spell and were rendered helpless. Tired of the games Jaroq threatened the gnome saying simply “The truth of your life”

scared for his life the gnome spilled the beans:
- He was working for strange creatures. Forced to make skeleton keys for all his locks. The creatures had taken both Keygan’s grand-daughter and his familiar and promised to release them if he helped them.
- The creatures would take their prey into the abandoned gnomish city below. A city cursed by gnomish magic and only accessible via a secret door in Keygan’s shop was a place of death. Where a gnomish plague known as the vanishing had killed most of the Gnomes who once lived there and whose every door, floor, and feature were designed to kill intruders.
-The creatures have been working with him for 2 months.
-he has a map that he gives to the heroes of the The city of the gnomes called Jzadirune.

Afraid to leave the treacherous little gnome unguarded the heroes escort him to St Cuthbert before entering the city of Jzadirune. Having only made it into the entrance of the city the heroes were greeted by a magical voice: Warning certain death to those who wished to plunder. Not long after wards the heroes understood another verse of the gods clue. The door with teeth were the doors of Jzadirune, giant gears that acted as doors for the gnomish city.
It was not long before they came face to face with the vile creatures responsible for the cities kidnappings. Skulks… Jumping from behind a partially opened door they two creatures attempted to kill One with a blitz attack. Failing the cowardly humanoids ran away.

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